Linden Lab seeks creators for Experience Keys (Tools) beta

secondlifeOn Wednesday July 2nd, the Lab issued a call for creators to apply for a beta test of the Experience Keys (also referred to as Experience Tools) project.

As I explained in my overview of Experience Keys / Tools, this is a new permissioning system which allows people to create an activity (initially restricted to region / estate level for private islands / estates and parcel level for mainland) such that anyone wishing to participate in it need only give a single confirmation of their wish to do so, rather than having repeated requests for permission pop-up on their screen whenever something wants / needs to interact with their avatar – such as teleporting their avatar to the next location in a hunt or quest, or when wanting to attach a gun or piece of equipment to the avatar as a part of a game.

Experience Keys are the latest addition to the Lab’s Advanced Creator Tools deployed in August 2012, and which in turn grew out of work first put to use in the Linden Realms game.

A video helps explain the concept from a user’s perspective.

While the video focuses on using Experience Keys in games, they could conceivably be used in other activities as well: hunts, puzzles, tours – any immersive experience which may otherwise require users to repeatedly give assent for some action to be taken with their avatar.

The Lab is now seeking SL creators willing to join a beta programme and use the new Experience Keys to build a range of “experiences” within Second Life, as the blog post explains:

We used this technology when creating the Linden Realms game, and we’re now ready to start putting this tool in the talented hands of creators in the Second Life community. Experience Keys is a powerful tool, and we need to be sure we test and roll out the feature carefully, so the first step will be a limited beta, then the viewer and server releases shortly after.

Creators wishing to participate in the programme should send an email to slexp_beta@lindenlab.com with “Experience Key Beta” as the subject along with the following information:

  • The experience name.
  • What genre does it fit in?
  • A brief description of the experience
  • How would your customers benefit from Experience Keys?

As noted in the announcement, a more public beta in which users can try out experiences using an Experience Keys project viewer will follow-on from this initial call.

Firestorm to host “the future of Second Life” Q&A with Lab staff

Update: The promised transcript is now available.

Jessica Lyon has announced that the Firestorm team will be hosting a Q&A session entitled The Future of Second Life.

The session will take place on Wednesday July 2nd at 07:00 SLT (that’s 7:00 AM PDT – I’ve always used 24-hour clock notation in this blog)  at the Firestorm Auditorium, with seating on a first come, first serve basis.

Oz Linden: SL's Technical Director
Oz Linden: Linden Lab’s Technical Director of Second Life

In attendance will be Oz Linden, Technical Director of Second Life at the Lab. Peter Gray, the Lab’s Director of Global Communications may also be present as well.

Note that the focus of the session will Second Life – the session will not be a forum for discussion of the Lab’s  next generation platform. Opportunities to discuss the latter will doubtless come through various mediums once the Lab more solidly release details about it.

So if you want to learn more about what is planned for SL, this may be a meeting you want to attend. However, if you can’t attend, the blog post points to the following:

  • The event will be recorded and made available after the fact
  • The event will be live streamed though I do not have all the details yet. Stay tuned to this bullet for edits.
  • If you have questions to ask concerning SL’s future, please leave them in a comment on the Firestorm blog. Jessica will attempt to ask as many as she can. Please do not leave questions here, as they unlikely to be collected and asked at the session.

I’ll also most likely provide a transcript of the meeting as time allows after the event.

Lab: “We’re not giving up on Second Life”

Update: Just as a further reminder, all that Ebbe Altberg had to say about the new platform can be heard here, with bullet points on his statements.

As per my article Ebbe confirms: “we’re working on a ‘next generation’ platform” (with audio), Linden Lab are working on a “next generation” virtual world – news of which should be appearing in the media soon, quite likely as a part of the Lab’s PR work around Second Life’s 11th anniversary.

The confirmation that the Lab are working on the platform – and may well have been for around the last two years (see: Rod Humble hints at more virtual worlds in LL’s future, October 2012) – have fuelled rumours and speculation about the future of Second Life (remembering that any new platform is still some way into the future).  As a result Peter Gray, the Lab’s Director of Global communications contacted me with a copy of an official reply the Lab is circulating in response to enquiries on the matter, and has given me permission to reprint it here:

Hi Inara,

Just saw your post – thanks for taking care to get what Ebbe actually said. Below is the comment I’ve just sent along to a couple of folks who asked for clarification, which mostly reiterates what it sounds like you already know. Still, I just wanted to send it along in case it were useful.

Best,

Peter

more/…

Linden Lab is working on a 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. This is a significant focus for Linden Lab, and we are actively hiring to help with this ambitious effort. We believe that 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, as well as our unparalleled experience as the provider of the most successful user-created virtual world ever.

The next generation virtual world will go far beyond what is possible with Second Life, and we don’t want to constrain our development by setting backward compatibility with Second Life as an absolute requirement from the start. That doesn’t mean you necessarily won’t be able to bring parts of your Second Life over, just that our priority in building the next generation platform is to create an incredible experience and enable stunningly high-quality creativity, rather than ensuring that everything could work seamlessly with everything created over Second Life’s 11 year history.

Does this mean we’re giving up on Second Life? Absolutely not. It is thanks to the Second Life community that our virtual world today is without question the best there is, and after 11 years we certainly have no intention of abandoning our users nor the virtual world they continually fill with their astounding creativity. Second Life has many years ahead of it, and in addition to improvements and new developments specifically for Second Life, we think that much of the work we do for the next generation project will also be beneficial for Second Life.

It’s still very early days for this new project, and as we forge ahead in creating the next generation virtual world, we’ll share as much as we can.

If we had one message to share with Second Life users about this new project at this point, it would be: don’t panic, get excited! Again, Second Life isn’t going away, nor are we ceasing our work to improve it. But, we’re also working on something that we think will truly fulfill the promise of virtual worlds that few people understand as well as Second Life users.

Group bans: an overview

On Tuesday June 17th, Linden Lab released the Group Ban project viewer (version 3.7.8.290887) which, as the name suggests, allows group owners (and those they nominate by role) to ban individuals from their group.

Group bans, which are enforced server-side, like parcel and estate bans, are intended to remove troublemakers from a group / prevent them from joining the group. This article will hopefully provide an overview of the group ban tools within the project viewer (and which will eventually progress to the release viewer).

The following general points with group bans should be noted:

  • By default, only a group’s Owners role has the Manage Ban List ability for banning other avatars from a group /removing avatars from the ban list
  • The ability can be granted to other roles, if required
  • Roles which are granted this ability are also granted the Eject Members from this Group and Remove Members from Roles abilities
  • The ban list for a group can store a maximum of 500 entries. When this limit is reached, some avatars must be removed before others can be added
  • Group Owners cannot be banned from a group (just as they cannot be ejected)
  • When a group member is banned from the group, they are automatically ejected and will receive the usual ejection notification, but will not receive any notice that they have also been banned
  • A user who is banned from a group cannot join it either directly or through an invitation
  • If a group member is banned while using group chat, they may be able to continue using it until they close the group chat window (this problem also exists when ejecting someone from a group when they have the group chat window open)
  • Any attempt to invite one or more banned avatars into a group, whether individually or as a part of a list, will generate the message:  Some residents have not been sent an invite due to being banned from the group.

The viewer itself includes the necessary options to allow a group owner (and those they nominate by role) to:

  • Add or remove avatars from the group ban list
  • View the group ban list
  • Add the ability to ban avatars from a group to any other roles within the group, if required.

Applying Group Bans

Avatars can be banned from a group in one of two ways:

  • By selecting them in the group members list if they are already a member of the group
  • By using the Group Ban Picker to ban one or more avatars from a group, whether or not they are already members.

Banning via the Members List

  • Display your groups list (CTRL-SHIFT-G), select the required group and open its profile
  • Click on Roles & Members to open it, and then click on the Members tab
  • Locate the first avatar you wish to ban and left-click on their name
  • If there is more than one avatar you wish to ban, press CTRL and left-click on each of the remaining names
  • Click on the Ban Member(s) button
  • The highlighted avatars will be ejected and banned from the group, and you should see the normal confirmatory notification(s) that they have been ejected.
Banning someone from a public droup via the Members tab (l), and confirming they are listed as banned on the Banned Residents tab (r)
Banning someone from a public group via the Members tab (l), and confirming they are listed as banned on the Banned Residents tab (r)

To confirm the selected individuals have been ejected and banned, click the right scroll buttons at the top of the panel to scroll / jump to the Banned Residents tab. This should display the name of all avatars banned from the group. If the name(s) of the avatar(s) just banned do not appear to be listed, wait a minute or two and click the refresh button in the lower left corner of the panel. Continue reading “Group bans: an overview”

Facebook and contests: the Lab comments

Following this and other blogs picking-up on the SL11B photo contest the Lab announced yesterday and the fact that it may be off-putting to some SL users (see: Lab launches SL11B L$10,000 photo contest), Pete Linden (Peter Gray, the Lab’s Director of Global Communications) posted the following comment on why Facebook has been used (which he also posted to Ciaran Laval’s blog):

 We realize that a number of Second Life users have reservations about using Facebook and other platforms. In this case, we chose to run the contest through our Facebook page simply because we have a tool on our page that facilitates running a contest with all of the legal stuff (technical term) we need in place to run something like this, and we thought it would be of interest to the more than 366,000 followers of the official Second Life page. Our aim certainly isn’t to discourage participation, and we’ll certainly explore alternative ways to run similar contests in the future.

The issue of “the legal stuff” is actually something I mentioned in my original post when ruminating on using alternatives such as Flickr, pointing out that “ensuring T&Cs are read might be a little harder.”

Given that the Facebook approach requires that people at least click-through the T&Cs prior to entering a contest does make the Lab’s position somewhat understandable. It doesn’t matter if people read them, the fact that they’ve clicked through them absolves the Lab of a degree of potential nastiness after the fact if someone decided to get severely upset (probably unlikely, but the kind of thing lawyers are paid to worry about and mitigate). Truth be told, a link on a Flickr group doesn’t provide the same level of in-your-face immediacy.

I did also flippantly mention the visibility aspect as well – particularly if a fair proportion of those 366,000 followers on Facebook aren’t active SL users. I’ve actually no problem with this; if the contest increases SL’s visibility among non-SL users, then so much the better. Particularly as we’re all pretty much agreed that SL needs more positive advertising, and a fun-looking competition among users does look and feel positive.

Nevertheless, it would be nice to see competitions like this, which are not constrained by external considerations (as was the case with last year’s Dell Alienware competitions), to be put forward in a way that encourages SL user participation, rather than potentially discouraging it. In this, it is pleasing to hear that the Lab is taking the feedback onboard and will seek alternatives for the future.

My thanks to Pete for providing the feedback.

Lab announce Project Shining complete

On Monday June 16th, Linden Lab issued a blog post stating Project Shining is now complete. This is a major milestone for the Lab, with Shining representing some 2 years of effort and has involved significant work in three key areas:

  • Avatar baking (Nyx Linden) – also referred to as server-side baking or server-side appearance (SSA), which comprised a major project to shift the heavy lifting of avatar baking / appearance from the viewer to dedicated baking servers. for those need to know more, I offer the post I wrote back at the end of December 2012 as the project saw the release of its first viewer. Further information can be found under the Server-side Appearance tag
  • Interest List and Object Caching (Andrew Linden) – a project to improve how scene rendering is handled by both the server and the viewer, and improving the viewer to retain more information on regions in its cache and re-use that information more intelligently by the viewer
  • HTTP updates (Monty Linden) – a major update to SL’s communications infrastructure to make more and better use of HTTP in order to improve viewer / server communications and increase their reliability and their efficiency.
The state of play with some of the HTTP work in May 2013
The state of play with some of the HTTP work in May 2013

Each of these sub-projects have comprised various stages and releases. Interest List and Object Caching, for example went through several rounds of updates alternating between server-side work and viewer-side work, with the final round of work, focused on improving how the viewer caches and reuses information, reaching a release status in May 2014.


The Project Interesting video released by the Lab in May 2014

The reason for the Lab’s announcement about project Shining is that Monday June 16th saw the release of the final set of Project Sunshine viewer-side updates in the form of the new de facto release viewer, version: 3.7.9.290582, which also includes significant inventory updates and improvements which have been referred to as AIS v3 (Advanced Inventory Service version 3, although this requires additional deployment of server-side updates across the grid). This viewer also includes a number of viewer memory leak fixes as well.

While the implementation and deployment of some elements of the work did experience some hiccups, overall, each element of Project Sunshine was implemented very successfully and with little or no disruption noticeable to users. Each has already yielded significant improvements to both the overall service and in the user experience, and the Lab are to be congratulated in bringing all three of the Project Sunshine activities to a successful conclusion. Here’s to the next round of projects – such a HTTP pipelining!