Mesh deformer: moving ahead in InWorldz, but will it affect LL?

At the weekend, Tranquility Dexler, the CTO of InWorldz,  Tweeted about the work Qarl Fizz (Karl Stiefvater) has been undertaking in order to implement the deformer for InWorldz, and the fact that Qarl has a patch which should enable TPVs to integrate the”fast deformer” into their code.

Tranquility Dexler's Tweet from July 6th
Tranquility Dexler’s Tweet from July 6th

The link in the Tweet leads to a post on Qarl’s blog which gives further information on the project:

The team over at InWorldz recently asked if i could help them integrate the clothing deformer into their new mesh viewer. which is nice, I think, because people really want to fit their clothing. and so far they can’t.

But the InWorldz guys took it a step further – they asked if there was anything I could do to improve the code. and I said yes, it could be made faster. and they put-up a bit of money to make it happen.

Attached is a patch to the deformer code which (by my quick estimates) makes the deformation process 21 times faster. many thanks to David and McCabe for making this possible.

Qarl: working ti integrate the deformer code into the InWorldz viewer
Qarl: working ti integrate the deformer code into the InWorldz viewer

This has led to some speculation as to what impact the patch might have on the Lab’s work with the deformer.

I would hazard a guess and say, “Initially, not a lot.”

I say this not to denigrate LL or to suggest that LL have no interest in implementing the deformer.

Rather, I say it simply because the Lab will likely proceed at their own pace as and when the resources are available to focus on the work they have – as a result of the many and varied robust discussions held on STORM-1716  – determined as needing to be carried out before they move the deformer to a released status.

This does, however, leave TPVs with a dilemma. Do they push ahead and adopt the code, and risk issues down the road when LL start to update the deformer themselves while opting to ignore Qarl’s latest work? Or do they play safe and wait to see what the Lab opts to do?

There is some speculation that were TPVs to incorporate the code into alpha / experimental versions of their viewers, it might tip the balance towards the Lab renewing work on the deformer (and / or adopting them code) sooner rather than later. However, there is a question mark over this.

While TPVs can produce “experimental” viewers utilising code which “breaks” the “shared experience”, it has always been intimated by the Lab that they can do so only as long as such viewers don’t enter into widespread use. While it isn’t easy to determine how LL would police this in practice (block a given viewer string? Issue a warning notice? Something else?), it might deter some TPVs with larger communities from making the code available except under very controlled conditions. If so, this might serve to dramatically reduce the visibility of a “working” deformer and possibly leave the Lab free to sail its own course.

Another option for TPVs – at least those who support OpenSim – is to integrate the code into their OpenSim versions. If nothing else, adoption of the code into OpenSim versions of various viewers might in turn see a more widespread use of mesh clothing on OpenSim, something entirely in keep with the initial goals of the project.

Posting on STORM-1716, Henri Beauchamp has already indicated he’ll be taking both routes: all three branches of his Cool VL viewer will incorporate the new code but only the experimental branch will use it when connected to SL; his legacy and stable branches of the viewer will only use the code when connected to OpenSim.

In the meantime – and again, absolutely no slight towards Linden Lab – kudos to the folk over at InWorldz for moving to adopt the deformer.

Related Links

My thanks to Tranquility Dexler for the Tweet, which alerted me to the work, and to Shug Maitland, for poking me to blog about it.

Fastcompany: grokking SL

Jo Yardley indirectly pointed me towards another article on Second Life and its past / future and what is going on at the Lab. Written by Susan Karlin, the piece again covers some familiar territory, but also offers-up a light analysis of the platform as well as taking a look at the road ahead.

The first thing to be noted about the piece is that Karlin gets the creative opportunities offered by SL and its the ability to bridge the digital / real-life divide in many unique ways for those who wish to do so.

A slide show at the top of the piece gives a more than fair representation of the platform’s breadth of appeal / promise ability and also its ability to reach through into real life and have real and lasting impact for people – be it the real life relationship which blossomed between Anglo-American couple Damien Fate and Washu Zebrastripe (both now well-known in content creation circles) which led to their eventual marriage and the birth of their son, or the story of Holocaust survivor Fanny Starr, or the work of Beth Noveck, a law professor who served as President Obama’s deputy chief technology officer for open government until 2011 and who used Second Life as an educational platform through her avatar Lawlita Fassbinder.

Anglo-American couple Damien
Anglo-American couple Damien Fate and Washu Zebrastripe (left) saw their relationship blossom in SL to the point where they married in RL, and in 2009 saw their son – called Linden, appropriately enough – enter the world.

Within the article, Karlin highlights some of the weaknesses of the platform without feeling the need to dismiss SL in the process. While she rides the wave of LL’s infographic, which highlights the one-million log-ins per month and the 400,000 new sign-ups, she also points out the former has remained on a plateau (“stable”) despite the 400,000 apparently arriving on SL’s doorstep each month, only for around some 80% to turn around and walk away again.

Her quotes from Rod Humble also help provide more of a framework as to why he’s been pushing the Lab in the direction he has over the last two years.

The Lab is constantly chastised not “dealing with lag” or not “improving performance”.  But the reality is, that issues of performance have been a core focus for Humble since the day he arrived at the Lab – and has been so, purely as a result of the feedback from the many who try SL only to leave, a good portion of whom cited “performance” as being a major issue in their exit feedback. In this, Karlin’s piece is timely, as many of the various threads of this ongoing work – interest list updates, HTTP work, SSB/A, and so forth – are just coming out into the open, with the promise of more work to come.

Karlin’s article makes it clear this strategy runs deep. I recently pointed to a comment made by Humble to Benny Evangelista of the San Franscisco Chronicle in which Humble talks in terms of winning back the 30+ million people who tried SL and gave up. In that piece, the comment was couched in the framework of the Lab’s plans for their future endeavours. However, Karlin’s article makes it pretty clear that those 30+ million have been on his mind for a good while now and have been one of the influences which has shaped LL’s strategy and approach to SL.

An SL fashion design: Karlin's piece does much to present the rich diveristy of the Second Life community, offering-up many examples of the creative nature of the platform as well as its power to cross the virtual / RL divide in many different ways. It's a refreshing chang from the usual media angle, which frequently relies upon sterotypical references and images at least 5 years old
An SL fashion design: Karlin’s piece does much to present the rich diversity of the Second Life community, offering-up many examples of the creative nature of the platform as well as its power to cross the virtual / RL divide in many different ways. It’s a refreshing chang from the usual media angle, which frequently relies upon stereotypical references and images at least 5 years old

She also touches on the fact that LL are still committed to the platform despite their move to try to diversify their products portfolio, noting:

The goal is to strengthen Second Life’s core infrastructure, while expanding Linden’s offerings in other types of shared communities … What has always worked–and what Linden seeks to tap into with its other products–is a virtual community that can have as much resonance as in real life … Hoping to tap that enthusiasm, Humble is developing a Linden Lab product line of cloud-sharing interactive community building apps unrelated to Second Life.

Diversifying is, as I’ve said in the past, generally considered a positive move for any company occupying a single-product market space. Yet even before any product had been announced, many in SL immediately denounced the Lab’s planned move to diversify as indicative the company had “given up” on SL or were merely using it as a “cash cow” to serve their new products. Not even strong evidence to the contrary, with the Lab continuing to refine and enhance the platform or the fact it has continued to invest heavily in infrastructure improvements aimed solely at the platform or that it has recruited  / acquired talent outside of the pool of resources working on SL with which to develop their new products, would sway naysayers from this view.

Of course, there is a broader discussion on how actually effective LL’s new products are in terms of promotion and market penetration, but that falls outside of a piece such as Karlin’s.

LL's new products: wrongly pointed to as indicating the "end" of SL
LL’s new products: wrongly pointed to as indicating the “end” of SL by many involved in the platform

Some might dismiss this as a “light ” piece, albeit one which attempts to take a step back from the line of the Lab’s message and apply a little more thinking to its coverage of SL True, it doesn’t plumb the depths some of us, as SL users would perhaps like to see, such as issues around revenue and tier. But then, mainstream media probably isn’t any more interested in plumbing those depths than LL is in seeing them explored, so to dismiss the piece purely on these grounds might be a tad unfair.

What is particularly refreshing about Karlin’s article is that it is one in which the writer actually groks the broad creative opportunities it provides and who understands the sheer power of the platform to connect lives. That alone makes it a refreshing read when compared to the tired retreads of “where SL went wrong” and “whatever happened to” pieces all too often rolled out by those is the media unwilling to give the platform a second look.

It’s also good to see someone in the media picking-up on The Drax Files, which makes no fewer than two appearances in the article.

Related Links

Whatever happened to Second Life? – “Doing rather nicely, TYVM”

On Friday 21st June, the BBC once again asked, “Whatever happened to Second Life?“. It’s not the first time they’ve asked the question, a link on the page takes you back to 2009, when they asked the same question.

At that time, the Beeb looked at SL form a largely corporate perspective, highlighting some of the pitfalls of the platform (not all of which were of LL’s making; there is a certain amount of blame to be placed with the media for spinning the hype to such an extent that corporations were foolish enough to all leaping without looking).

In the latest piece, which takes the form of a video cast, the Beeb again largely retreads the same theme, seeing SL purely in terms of being a corporate tool. While the piece starts off somewhat positively, looking at the in-world music group, Redzone, and highlighting how they can reach a global audience at minimal cost, it quickly ramps down to kind of narrow-focus piece which tends to typify the fact that, as Draxtor Depres has commented in our Drax Files conversations, much of the media is actually too lazy to make the effort to actually report on SL, and is far more content to retread old themes.

In the BBC’s case, this takes the form of once more banging the corporate drum as to how companies poured into SL, “spent millions”, only to subsequently pull-out and raised the idea that “everyone” who used SL has “moved on” to other social media platforms (as if it is a case of one or the other).

The general observation that corporations are somewhat more cautious nowadays when investing in social media is actually a fair point to make. However, as an attempt to address the question of “whatever happened to Second Life”, it is at best lopsided, once again generating the impression that simply because “big business” failed to understand and exploit Second Life, the platform itself has passed its sell-by date.

LL's infogrpahic on SL's 10th anniversary (click to enlarge)
LL’s infographic on SL’s 10th anniversary (click to enlarge)

It’s an unfortunate angle to take, one which suggests that the BBC consider Second Life to be something barely worth the effort of addressing beyond the scope of past reports, despite this weekend marking the platform’s tenth anniversary. And it is hardly likely that the Beeb weren’t aware of this, given the press release and infographic (rright) the Lab issued earlier in the week on the subject.

In fact it’s fair to say that rather than managing to answer the very question they ask in the title of the piece, the BBC seem content to raise several more questions about SL – and then leave them hanging. Which is a shame, because had they bothered to make something of an effort instead of opting the “rinse / repeat” route, they may have discovered some surprising answers.

Making something of an effort is exactly what Benny Evangelista, a tech and business writer at the San Francisco Chronicle did. No doubt spurred-on by the Lab’s press release and infographic, Evangelista interviews the Lab’s CEO, Rod Humble. In doing so, he is able to present a piece which is informative, providing some interesting insight into goings-on at the Lab and Humble’s own thinking on the future. In doing so, it goes a heck of a lot further in answering the question marks left in the BBC’s piece.

Take, for example the issue of corporations and business in SL. The BBC point to IBM and others with the attitude, “they came, they failed, they left – game over”. However, when raising much the same point with Humble, Evangelista gets a very different answer which presents a much broader and fairer perspective:

Evangelista: There was once great talk about companies coming in and setting up virtual shops, and it being a potential source of revenue for them. And then they pulled back.

Humble: And it was taken up by amateurs or people who specialized in it. So (of) the people who make money now within Second Life, there are people who sublet land, and they help maintain the land.

Humble: providing some insight and answering some of the critics
Humble: providing some insight and answering some of the critics (image courtesy of Bloomberg)

And there are people who make good money – and by good money, I mean hundreds of thousands of dollars a year – making hair, making virtual pets and animals. So it’s those people who are used to the virtual world, rather than big, established companies who are like, “OK, we’ll have a showroom within the world.” So I think (the promise of virtual commerce) was realized, it was just in a very different way.

I always hate waxing pretentious, but indulge me for a moment. I do think there’s a shift within the worldwide economy of people making money in more diverse ways. The nature of work itself is changing. In the same way that people make a good livelihood making objects in Second Life, you’re starting to see people generate significant revenue from posting their cat pictures on YouTube. Now you get an ad-sharing thing. That’s a trend that’s going to continue, and it’s certainly helped propel Second Life.

Humble also offers an alternative view to the idea that SL has perhaps failed because it is not as easy to navigate and understand as the Internet, and hence not as popular as social networking sites:

It’s different for sure. I think there is something (about) being within a 3-D space that’s entirely user-created that is more magical than looking at an image on a Web browser.

Usually it’s around that sense of place. But also there’s a sense of intimacy when you’re talking with someone in a virtual world, and at any time you can walk around, and you get to see what they’ve chosen to represent themselves, that I think is different from pushing a text message somewhere. I don’t know why it’s different, but it is.

Elsewhere in the article, Humble touches on the future and the fact that LL are still investing in Second Life and “virtual worlds”, although – and as he stated a while back in this blog – whatever they’re working on is still a few years down the road. We also know they are investing in at least one other virtual world development: Philip Rosedale’s High Fidelity (scroll down the page of the list of investors).

Continue reading “Whatever happened to Second Life? – “Doing rather nicely, TYVM””

The Machinima effect take two and adding some Steam to the mix

In launching The Drax Files recently, Draxtor Despres has caused some bloggers to re-open the question of promoting of Second Life through the use of machinima, with Ciaran Laval in particular asking could LL follow Draxtor’s lead and can resident-made machinima be used to promote Second Life?

These questions were actually the focus of some thought on my part back in 2011, when – having been prompted by a tweet from Crap Mariner, I mused on advertising SL: the machinima effect, and it seems worthwhile both revisiting those thoughts and updating them with a few further ideas and thoughts.

The video that prompted my original post on the subject may not be focused on Second Life, but it is ample proof of how machinima can be used to promote a product. What’s more it is fun.

Back in 2011, it prompted Crap to tweet: Linden Lab needs to make some ads like this for Second Life – something which caused me to reply: Or #LL should work with the machinima folk for suitable ads: say a competition; top 3 promoted on YT, SL.com, etc., which inturn prompted my original post on this idea,

Today, as Ciaran points out, and as I’ve covered for the last few years in this blog (albeit haphazardly), the University of Western Australia holds an annual MachinimUWA Challenge, which this year sees a prize pool of L$1.1 million for machinima makers submitting entries on the theme of “Reflections”.

MachinimUWA VI: showing the potential for machinima as a promotional tool

What makes MachinimUWA particularly relevant to this discussion is that not only does it showcase machinima as an art form, it actually promotes the University of Western Australia. The promotion may actually be very low-key, and a somewhat secondary consideration in terms of storytelling for those entering the competition, but it is there. This year, for example, entrants are required to film in “At least one of the 3 major spaces of Reflection at UWA … (The Reflection Pond, The Sunken Gardens, The Somerville Auditorium).” With the rules going on to note that entrants “may choose to film in any other area of the campus …  or … include all 3 locations.” Thus, the UWA’s in-world facilities form the nucleus of the competition in terms of providing the backdrop for whatever stories entrants opt to tell.

Continue reading “The Machinima effect take two and adding some Steam to the mix”

Sliding, but not yet dead

A little while ago, Nalates Urriah pulled together a set of statistics from diverse sources (all of which are duly credited) which help to paint a decent picture of where SL stands away from all the hype over falling region numbers, etc.

When taken together, the stats – which cover daily sign-ups, concurrency (daily / monthly), region numbers and even forum usage, all for periods of at least a year – present an interesting picture of Second Life which Nalates interprets in her own inimitable way. While they show that Second Life has in many respects been on a steady downward slide (particularly in terms of overall usage), the situation is far from unrecoverable. Indeed, some of the figures are, at least for a moment, trending upwards again – although without more detailed data and a wider breakdown, it is impossible to draw any conclusions as to what this might signify in the short-term and thus how it might be projected in the medium-, or long-term.

There are significant gaps in the data (through no fault of those who gathered / present it – the information simply isn’t available). For example, while sign-ups can be shown to have been at least constant (or have increased slightly) through the 2-year period, there is no practical context to the figures in terms of users actually being retained. A further problem with the figures is that there is no indicator as to the percent / proportion of these sign-ups actually being alternate accounts, rather than actual new users (although LL does apparently have a mechanism in place for distinguishing between the two).

Daily sign-ups, as reported by Tateru Nino and extrapolated and presented by Nalates Urriah, with monthly concurrency for 2012 inset  – click

Certainly, Rod Humble did state at in his first (and last) SLCC address in August 2011 the rise of user sign-ups did coincide with an upswing in identifiable uniques (i.e. genuine new users, rather than alternate accounts), which he clearly defined as people signing-up, downloading the viewer and logging in to SL.

The user concurrency chart is somewhat more meaningful, in that it charts concurrency for a more extended period from December 2009 through to the present day. As such, any trend shown is liable to be somewhat more reliable, although there are still problems in interpreting the data as a whole. For example, it does show a consistent downward trend in concurrency since the late “boom” period when SL was at the height of its own Hype Cycle “peak of over-inflated expectations”; but precisely what this means is still somewhat open to interpretation.

Daily concurrency, Dec 09 through Jan 2013, from Tateru Nino, as extrapolated by Nalates Urriah

Less Doesn’t Automatically Mean Fewer

A decline in concurrency doesn’t automatically mean a substantial drop in overall user numbers (although it is hard to completely divorce the two). There have been a number of factors which have contributed to some aspects of the decline outside of falling user numbers. Linden Lab caused something of a decline when they clamped-down on the use of bots. More recently, factors such as changing demographics and changing user habits appear to have also contributed to falls in concurrency.

These latter points were indicated again indicated by Rod Humble in his SLCC 2011 address, when he drew attention to the fact that the overall demographic of SL users was shifting, age-wise, more toward people in the mid-to-late 20s, and that they were collectively logging-on to SL for shorter periods. He also indicated that LL had charted a noticeable increase in the way SL users were interacting without actually going in-world – through the mechanism of profile feeds, for example.

Continue reading “Sliding, but not yet dead”

When griefing crosses the line

It’s a fact of life that griefing is part of the subculture of Second Life. It’s not necessarily an agreeable subculture or one we particularly want or need, but it is there all the same. I say this not to excuse what goes on, but to underline the fact that right or wrong, most of us in hearing about it tend to shrug our shoulders and then carry on with our lives.

There are times, however, when griefing – which is actually crossing the line each and every time it occurs – crosses a the line not only in terms of resigned acceptance, but also in terms of criminal behaviour.

The fashion world in SL has recently been subject to this latter situation. This saw an SL user  already complicit in copying skins and shapes, and whose profile boasted they had scant regard for the ToS together with outright threats against content creators, start to use griefing as an attempt to extort money from others. They did so by crashing large fashion events and then demanding payment in order to not crash future events.

extortion

Much of what happened in this matter appeared to go unreported outside of fashion circles – few blog (this one included) reported on the matter, despite the problems apparently occurring over a span of months. The Lab also appeared unwilling to engage in the matter, despite extortion being a criminal act. In the end, many of those affected by the situation saw no other choice than to themselves disrupt in-world user group meetings in order to try to voice their concerns and frustrations directly (if unfortunately inappropriately) to the few remaining Lab employees users can actually contact nowadays.

(I say “inappropriately” not as an admonishment here, but because those who were confronted by this extortionist were demanding direct action from those Lab personnel the least well equipped to provide meaningful feedback on matters.)

In the end, the approach did appear to work, inasmuch as the account of the individual concerned was banned from Second Life and all content relating to it (apparently ripped from other merchants) was removed from the Marketplace.

Of course, in an age and situation where alt accounts are freely available, the removal of a single account is no guarantee the individual responsible has actually been removed from SL – or more particularly that their modus operandi will not be repeated elsewhere by others.

Yordie Sands brings word that the latter appears to have happened, and the use of extortion has been taken up elsewhere. Writing yesterday, she details a situation where Junkyard Blues, a renowned SL blues club run by Kiff Clutterbuck and Dina Petty, has been recently subjected to repeated griefing attacks which comprised, in Kiff and Dina’s words, “Multiple griefers with blinding graphics card attacks and sim lag/crashes … In some instances the computers of many staff and patrons actually shut down or rebooted as a result of the attacks.”

Such was the frequency of the attacks that patrons began staying away from the venue. However this was not an “innocent” (if such a term can be used with any form of griefing) attack. Junkyard Blues were contacted and informed that if they handed over cash, the attacks would stop.

This is again extortion, plain and simple.

As a result of both the threats and the attacks, Junkyard Blues has been forced to resort to restricting access to their club to “members only”, which impacts both their business and their customers.

Continue reading “When griefing crosses the line”