Lab Chat #2, January 21st, 2016 – Jo Yardley, Ebbe Altberg and Saffia Widdershins
Update Wednesday, January 27th: The official Lab Chat #2 video is now on-line, and is embedded at the end of this article.
Thursday, January 21st saw the second in a series of discussions called Lab Chat, billed as “an opportunity for you to ask Lindens your questions during a live taping that will be recorded and archived for everyone to view.”
As with the first show, the session featured the Lab’s CEO, Ebbe Altberg in his alter ego of Ebbe Linden. In preparation for the recording, Second Life users were invited to ask questions about the Lab, Second Life, “Project Sansar”, etc on a forum thread.
Over 80 questions were asked, all of which were reviewed by the Lab Chat production team, and from which the list of question to put to Ebbe was drawn. The questions select were those the production team thought would be of most interest to the attending audience, or represented those questions which were asked multiple times by different people.
The following pages offer a transcript of the show’s recording session, which has been split into three parts:
Those questions and answers those related to Second Life
Those focused more on Project Sansar
Additional questions & audience Q&A.
The first two sections are presented in chronological order – as the questions were asked during the recording of the show. The additional questions have been grouped together (where possible) by subject matter, for ease of reference.
The Quick Links below will take you directly to each of these three sections, or to any of the individual discussion points within them. Each question / answer includes an audio extract of that question and response for those who wish to listen rather than read.
Note: this is not a transcript of the entire recording session. The focus is on the questions asked and responses given. Also, the audio extracts are from a recording which was cleaned-up following the show to remove repetitions, pauses, trailing comments which otherwise break the flow / context of replies. However, no attempt has been made to editorialise or in any way alter the context of any response given to questions.
In Virtual worlds reborn: Can Second Life’s second life democratise VR? Sophie Charara, features editor at Wareable, examines Project Sansar, using in part Ebbe’s comments from an on-stage discussion they had, together with Ken Bretschneider of The Void during the December 2015 Web Summit. I’ve embedded the video of that discussion at the end of this article.
While the piece in Wearable doesn’t offer much that’s new to those who have been following the Lab’s conversations to the press and SL users about their hopes for the new platform, the article does offer some interesting insights to what the Lab is doing and some of their thinking behind Sansar.
Sophie Charara
Starting out with what we already know – the Lab is pitching the platform as “WordPress for VR”: an environment where people can come in and create virtual environments without the need to be a software engineer, coder, etc. – the article covers a lot of ground, with comparisons to Second Life, references to other pioneers in VR (Chris Milk, Nonny de la Pena and Jeremy Bailenson) and a further look at hoped-for time frames with “Sansar”.
The Lab has, on numerous occasions, indicated that initially, Sansar is being targeted at some very specific verticals where immersive VR has practical application. Education, healthcare, simulation, business, design and architecture have all be very specifically mentioned in this regard. So a point of interest for me was reading the specific example cited by Ebbe as to how Sansar is already been used, albeit on a test basis, by an architect:
An architect named Diego, who works for a big firm that is completing a major medical centre project, built the entire building in Sansar as an experiment.
“When he experienced it in virtual reality for the first time, he walked into the lobby and said ‘Damn, it’s too big,'” said Altberg. “It took him one second to realise that something was off and he’d been working on this project for a long time. That had value instantly.”
In this instance, the power of virtual realisation is clear, and having a platform which allows companies and individuals easily leverage this kind of visualisation, connect with other and have them shared in such visualisations / experiences / models is clear. In the example above, it is only a short step from Diego witnessing the flaws in his design (and being able to correct them as a result) to him being able to invite his clients into the model, so they can witness first-hand what his company’s vision for the project is. It also potentially allows his company to retain the model as a part of a virtual portfolio of projects they can showcase to future clients.
That the Lab had identified architecture as a suitable environment where Sansar could offer significant value for clients can also be ssen in the fact that the first public demonstration of the new platform took place San Francisco’s month-long Architecture and the City Festival in September 2015.
In 2014, Jon Brouchoud demonstrated the potential of architectural visualisation using the Oculus Rift and Unity 3D (image archvertical.com)
Hence why “Sansar” could, potentially, be a very powerful platform with the sectors the Lab has identified, particularly if it really does allow clients the freedom to create environments which can be standalone or interconnected, and / or which can be accessed directly through a closed Intranet, or open to all via direct web portal, according to individual needs.
Picture, for example, a university using Sansar to build a virtual teaching environment, access through its own Intranet and using it’s exiting log-in and authentication process so students and staff can seamlessly move into and out of the virtual space. They could then open a public portal to elements of that space, and / or link-up with other education institutions, enabling students to share in their virtual learning spaces, building-up their own “world” of connected experiences.
Second Life has proven itself and the value of virtual environments in education. “Project Sansar” could present opportunities to significantly build on the foundations laid by SL
Not that Sansar is purely about these niche environments. The potential social power of virtual spaces and virtual opportunities has long been established by Second Life, and the article does make it clear that as things progress, the Lab does see Sansar as potentially being able to replicate a lot of what Second Life can already do and offering it to an audience as a much more accessible medium.
This obviously is something of a worry for those of us deeply rooted in Second Life – much has already been made of the potential for the “cannibalisation effect” Sansar might have on the current Second Life user base. It’s actually a valid concern, and something we should perhaps be prepared for at some point down the road, if Sansar proves to be a success and starts to pull SL users away from this platform. But frankly, it’s not something which should be held up as a reason for the Lab not to press ahead with Project Sansar.
Most of us are curious as to how “Project Sansar” will / won’t / might / might not work (with some already going to far as to pretty much write it off before even seeing it, which to me seems a tad premature).
In her own digging around, reader Persephone came across an interesting piece of information, and was kind enough to pass me a link to a case study from Amazon concerning the Lab’s use of Amazon’s EC2 Container Service (ECS) and Docker technology within Project Sansar.
Amazon’s ECS is a “scalable, high-performance container management service that provides cluster management and container orchestration”, which Linden Lab uses to run “the containerized web applications and back-end services of Project Sansar”.
Docker is an open-source technology that allows a developer (e.g. Linden Lab)to build, test, deploy and run distributed applications – all the code, runtime elements, system tools and libraries, etc, – within a “container”, a method of operating system virtualisation. The upshot being it allows an application to be presented as a standardised package for rapid and consistent deployment, regardless of the environment in which it is to be used.
Precisely what “back-end” services for “Project Sansar” are being deployed in this manner isn’t clear; I’m certainly no technical expert and so am open to correction / other ideas.
However, we do know that a key element of “Sansar” is the ability for customers to build and deploy their own gateways (e.g. websites / web portals) to draw their own audiences into the experiences. So, is the use of ECS a means of achieving this? Presenting customers with a packaged environment in which they can build and deploy their own “Sansar” gateways? Or might it be the mechanism the Lab are looking to use to handle the management and scaling of support systems such as the chat, asset and other services – many of which do appear to be of monolithic design with Second Life, and which sometimes don’t scale particularly well.
The Lab’s diagram for using Amazon ECS (images Linden Lab / Amazon) – click for full size
Could it be that the mechanism might actually be for more than just “back-end” services – such as the actual packaging and presentation of “Sansar” experiences themselves? We know that the Lab are wrestling with the issue of optimising “Sansar” experiences and their content so that they present a performant experience across a range of client platforms. We also know the Lab intend to provide a means by which experiences can be rapidly deployed when needed (e.g. the WordPress / You Tube analogy of build and then push a button to deploy) or rapidly scaled via instancing to meet the demands of large audience numbers.
Both of these requirement would seem – to my untutored eyes at least – to fit with the model being presented, although both would tend to suggest the use of ECS beyond the support of “back-end” services.
As it is, we do know the Lab already use Amazon’s services for presenting some of their SL-related services – so developing an existing relationship with the company for the benefit of “Project Sansar” would appear to make sense. At the very least, the case study offers the potential for further “Sansar” questions to be asked at the next Lab Chat.
I caught a Tweet on December 22nd (my apologies to the sender, I forgot to bookmark it and so can’t state form whom it came It was Rocky Constantine, as he correctly reminds me in the comments) which pointed those reading it to an article on the PSFK website with the enticing title, A Look Into a More Social Virtual Reality With the Makers of Second Life, by Ido Lechner. It makes for an interesting read.
The banner image is that of Second Life – and for once, it’s actually post circa 2010, and is quite reasonable in looks, and gets kudos points for being there, rather than the more usual 2007/8 images which tend to get used. Although that said, an image of the old v1 UI, circa 2007/8, plonked in the middle of the article doesn’t do SL any favours.
After a slightly blusterful introduction lauding Virtual Reality for already being a major disruptive force in our lives (and then admitting it has yet to go mainstream), the article settles down to discuss – and the title suggests – the more social aspects of VR in a chat with Lab’s own Ebbe Altberg and Director of Global Communication, Peter Gray.
This is a terse, and to-the-point piece, managing to both cover familiar ground (LL’s “head start” in running SL for 12+ years, the ability for users to generate content – and income – with the service, etc), and to give more insight into what “Project Sansar” may offer in terms of accessibility, and some of the reasoning behind the Lab moving in that direction. In particular, and where accessibility is concerned, Lechner notes:
PC games have traditionally had a heightened learning curve for older audiences who have a hard time navigating worlds with mouse and keyboard, but Project Sansar looks to be an all-inclusive medium thanks to a more instinctual set of controls. Gesture-based movements, advanced expressive avatars (the kind that’s rigged to your real life expressions), voice chat, haptic feedback and other progressive modes of interaction will all be welcome additions to the game.
That the Lab is looking at the plethora of new hardware that being developed around the first wave of VR headsets isn’t exactly news – Ebbe Altberg has pointed to this very fact a number of times of late. However, it does again point to the fact that while very distinct and separate entities, “Sansar” and Philip Rosedale’s High Fidelity are in some ways travelling the same road in terms of aspirations with their ability to adopt emerging technology. But there is something else in this statement which draws my attention.
When it comes to all these new and wonderful ways of interacting with the digital, people are very quick to blame the keyboard and mouse. In 2014, for example, Philip Rosedale when addressing the VWBPE conference that year, directly pointed to the poor old keyboard and mouse as being one of “the” technological barriers to entry into virtual environments.
Yet the fact is, the keyboard and mouse have beenour primary means of interaction with computer systems for so long that using them is sort-of “intuitive”; we can all grasp their use pretty easily. Who is to say all these wonderful now methodologies for interaction won’t also bring their own issues with them, thus presenting those “older audiences” Lechner mentions with precisely the same kind of “heightened learning curve” as is perceived to be the case when it comes to using the keyboard and mouse within certain environments?
Professor Jeremy Bailenson – a strong influence on the Lab’s thinking (image: Stanford University)
Another common thread between High Fidelity and “Project Sansar” (which again should not be taken to mean the two are in any way linked) comes in the persona of Jeremy Bailenson of the Virtual Human Interaction Lab at Stanford.
Bailenson serves as an advisor to High Fidelity, alongside of Tony Parisi and Ken Perlin in particular, and as I’ve previously covered in these pages and Peter Gray states to Lechner, Bailenson’s work is greatly influencing the Lab’s approach to Sansar, which is no bad thing.
Certainly, Bailenson has offered some incisive views on the potential and pitfalls in VR, and his views and outlook are very relevant when considering the social / psychological impact of VR. Hence the Lab would seem to be availing itself of the right spheres of influence as it develops “Sansar”.
The focus on the social aspect of Second Life (and potentially of “Project Sansar”) is an interesting new direction to take when comparing this with earlier media discussions the Lab has had. In those, the focus has tended more towards emphasising the potential for “Sansar” among a defined set use cases with those vertical markets where VR can be seen has having great potential: education, training, design, healthcare, architecture, etc (again, it is no accident that the first public demonstration of “Sansar” came during San Francisco’s month-long Architecture and the City Festival in September 2015). Although all of these do get a mention at the end of the piece.
Certainly, there can be no doubting the social power that Second Life has, and both Altberg and Gray are entirely correct in pointing towards the added depth the environment has given developing relationships. So really, there is no reason to doubt that, as / if / when “Sansar” can be accessed by more-and-more people, the same cannot be repeated there.
Nevertheless, I confess to remaining sceptical of “Sansar” really ever reaching the kind of audience numbers the Lab has tended to boldly predict. Second Life has had a hard time reaching beyond a certain level in terms of user traction. Like it or not, the central reason for that isn’t really to do with the difficulty in entering SL or the UI, or “understanding” what SL is “about” once people are inside it (although all have a role to play, for sure).
It simply comes down to people not seeing Second Life as having relevance in their daily lives. Given that VR is supposed to bring us a whole new world of immersive opportunities, distractions, capabilities and so forth, all designed to keep us informed, entertained, involved and immersed – who is to say “Sansar” and environments like it also won’t face a similar uphill batter when it comes to people seeing them as relevant to their already involved physical and virtual lives?
Which doesn’t mean the I don’t think “Sansar” will “fail” or isn’t worth the effort. The Lab does need to move with the times, and there is certainly no reason that while Sansar may remain niche is a similar manner to SL having always been niche, there is no reason why it cannot settle into a much larger niche. Or, as seems more likely to be the case, take up residence in multiple niches and ride along comfortably within them.
Emily Chang from Bloomberg Business discusses the future of VR with Ebbe Altberg and AltspaceVR CEO Eric Romo (via Bloomberg Business)
On Monday, December 7th, Linden Lab CEO Ebbe Altberg appeared alongside AltspaceVR’s CEO and founder, Eric Romo on Bloomberg Business with Emily Chang, to discuss How to Find Realistic Timeline for Virtual Reality. In the interview, which lasts just under 5 minutes, the three discussed the potential of VR including.
The foundation for the interview is a report by TrendForce which proclaims the VR market will be worth around US $70 billion by 2020, with some US $20 billion coming from hardware purchases and US $50 billion from software and applications. It’s the latest in a bullish series of predictions on the future of the technology, many of which have gone unchallenged – and even then, TrendForce believe their prediction is an “understatement”. But how likely is it?
US $70 billion represents a tenfold increase in market worth for an industry slated to generate around US $6.7 billion in 2016. However you look at it, that’s a pretty steep growth curve. Both Ebbe and Eric see it as “reasonable”, with the latter citing the idea that a lot of companies which might not be considered as “VR companies” seeing a value proposition in the technology and leveraging it within their business model. In particular, he refers to the expected upsurge in VR as a paradigm shift comparable to that witnessed with the smartphone revolution.
Others are more cautious, as is the case with Oculus VR CEO Brendan Iribe, who is shown commenting:
We definitely believe the mass market … there’s going to be a lot of adopters, early adopters, of VR. but if you’re looking at the kind of smartphone scale, you know, billions of users out there, that’s going to take a long time.
While not nay-saying the potential of VR, other analysts view the TrendForce report as being unhelpful. When approached by Tweak Town, for example, Moor Insights & Strategy’s VR Analyst Anshel Sag, had this to say:
$70 billion by 2020 is more than extremely ambitious, $70 billion assumes that VR is a mature and mainstream market. There is no way that VR will explode into such a mature market within effectively 4 years. While I am extremely optimistic about the future of VR, such projections do nothing but hurt the future of VR by setting unrealistic expectations. There are no players in any part of the market that could turn this industry into a $70 billion industry in 4 years.
During the Bloomberg discussion, there is an acceptance that VR needs to overcome certain technical hurdles to gain more of a mass-market appeal. Certainly, these issues – cost, reliance on high-end supporting technology, etc. – are real, and doubtless will be overcome. But they aren’t the single issue facing VR in terms of its adoption.
Like it or not, VR is actually an isolating experience. Sure, you can in theory see anything, go anywhere, etc., while using it. But you do so at the expense of pretty much cutting you off from the rest of the world around you. It curtails your ability to properly interact with the things around you, to multi-task, etc. For many people and situations, even those seen as potential VR use-cases, that could curb the appeal.
There’s something else as well to be considered when discussing VR and its potential; what might be called the elephant in the room: augmented reality.
While AR is off to a slower start that VR, it is fair to say that it has the potential to reach into many of those markets and use-cases as seen to be ideal for VR, and offer a more attractive option in doing so. Initial AR systems are far more self-contained and portable; those on the horizon promise a wealth of capabilities (up to and including VR). More to the point, they do not isolate users from the world around them, something which could make AR far more practical and appealing for everyday use in the house, at work, on the street, etc.
By the time VR is really in a position to offer low-cost, lightweight systems freed from requiring high-end computing power, it could be facing stiff competition from AR for many of the markets seen as “ideal” for its use (image via CastAR)
So, it could be said that AR appears to be a far more natural proposition for widespread adoption and use, becoming a far more natural evolution from (and with) mobile and smartphone technologies. Hence why some put AR’s market worth as being in excess for US $100 billion by 2020.
Which is not to say that VR doesn’t have a place in the future. There are very niche and compelling cases where it will gain momentum. But whether it will ever reach the level of adoption comparable to the smartphone, as is so often cited, is questionable. There is no reason why, that for many of those potentially uses of VR outside of entertainment and gaming, AR might not offer a far better value proposition for take-up when compared to VR, leading to the latter being subsumed by it well before it has the opportunity to reach the scale of growth predicted for it.
You can catch the Bloomberg video by flowing the link towards the top of this piece, or you can catch the audio below.
Thursday, November 19th saw the launch of what is hoped will become a new series of monthly discussions. Lab Chat is billed as “an opportunity for you to ask Lindens your questions during a live taping that will be recorded and archived for everyone to view.”
The first show featured the Lab’s CEO, Ebbe Altberg in his alter ego of Ebbe Linden. In preparation for the recording, Second Life users were invited to ask questions about the Lab, Second Life, “Project Sansar”, etc on a forum thread.
Over 40 questions were asked, and members of the production crew selected seven questions they thought would be of most interest to the attending audience, to be asked during the show, whist also leaving time for further questions from the audience itself. Discussions are under way with the Lab to try to ensure those questions from the forum thread which weren’t asked as a part of the recording do get addressed in some manner.
The following pages present a transcript of Ebbe Altberg’s replies to both the seven core questions selected by the Lab Chat team, together with any additional follow-ups or observations from show hosts Saffia Widdershins (SW) and Jo Yardley (JY), and the answers given to those questions raised during the open Q&A session.
Note that this is not a full transcript of the entire recording, the focus is very much on the answers given to questions and any relevant comments. For ease of reference, the transcript is split into three parts, each with its own navigation and links, and links to all of the questions:
Those questions and answers those related to Second Life
Those focused more on Project Sansar
The general Q&A session.
Each question / answer includes an audio extract of that question and answer for those who wish to listen rather than read, or in addition to reading, the transcript text.
The Quick Links section below will take you directly to each of these three sections, or to any of the individual discussion points within them.
Those wishing to watch the official video, can see the three parts here, here, and here.