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.
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
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!
On Tuesday June 10th, and spotted by Ziki Questi, the Guardian Online in the UK carried an article about how modern urban design is influencing city game design in computer games – and vice versa. As a follow-up to that piece, the Guardian has invited readers to share their favourite virtual cities, and the Lab suggest this is the perfect opportunity for Second Life users promote their favourite Second Life locations.
The Guardian asks readers to upload screen shots of their favourite urban locations via a Guardian Witness page (user-generated content pages curated by the Guardian), which explains:
We want to hear about your best-loved virtual places – from a beautiful view in GTA V to that 20-million-strong SimCity megalopolis you’ve been building (or possibly destroying). What would be the best video game cities to live in? The worst? Perhaps you’ve designed one you think would be better than your own city? Share your screen grabs and we’ll feature the best on Guardian Cities.
To contribute, readers can log-in to the page using either a Facebook or Google + account and then upload a screen shot of their own with some descriptive text, and / or recommend those uploaded by others. There are several locations from Second Life listed on the page already,
Caelestivm, Palau, March 2014, click for full size
Quick to spot a promotional opportunity, the Lab has suggested, via a Featured News blog post, that more SL users should submit their own favourite locations to the Guardian’s page, noting:
This is a great chance to share some amazing Second Life locations with The Guardian’s readers. Whether it’s a place you created personally, discovered (maybe through the Destination Guide?) and love, or just a spot you always find yourself returning to, the Second Life locations that ‘wow’ you are great ones to share to help show off Second Life to the uninitiated.
Assuming the Guardian doesn’t get overwhelmed by images from Second Life and feel a little narked as a result (and keeping in mind they’re asking for city-like images, which the lab’s blog post tends to brush over in referring for “locations”), this might be a way to shine a little light on some SL builds and get a message out about the user-generated nature of SL.
As well as the pointer to the Guardian, the Lab is inviting users to share their favourite SL locations (city or otherwise) via a forum thread, and to submit any which aren’t already listed to the Destination Guide.
An interesting article published by the Official Home Page of the US Army came to light recently highlighting the use of virtual worlds as a part of studies into providing better healthcare and support to US soldiers and veterans.
For the last three years, Colonel Valerie Rice, Director of the US Army Research Laboratory’s Human Research and Engineering Directorate located at Fort Sam Houston, in San Antonio, Texas, has been spearheading a team studying the use of Mindfulness-based Stress Reduction (MBSR) as way of teaching army personnel and veterans how to manage PTSD and similar disorders which have resulted from their military service. The work is part of a broader series of research activities funded by the US Army aimed at providing suitable care and support for those afflicted by PTSD.
Mindfulness – “being in the moment” – is a means of stress and anxiety relief using age-old techniques such as meditation and yoga to help focus and clear the mind. It has become a popular means of therapy and support in many areas of life.
The studies being undertaken by Dr. Rice and her colleagues have a twofold purpose. Firstly, to determine the effectiveness of MBSR techniques in helping US Army personnel and veterans deal with PTSD and related issues. Secondly, to identify whether a programme using these methods could be reasonably and effectively adopted by the Army for widespread use.
In this latter regard, MBSR is seen as a particularly worthwhile means of assisting service personnel and veterans because not only is it a proven means of treatment in civilian life, but also because instructors do not need to be qualified healthcare professionals; they only need to have successfully completed a comprehensive training and certification programme. This significantly eases the challenges involved in leveraging it for more widespread deployment and use.
MBSR is also something ideally suited to leveraging the use of virtual worlds, notably Second Life and All These Worlds LLC, which bring with them unique opportunities and benefits which are not necessarily achieved with courses and therapy conducted in the physical world.
The Mindfulness studies take place as 2-hour weekly sessions over a period of eight weeks apiece, and involve some 66 participants at a time, 36% of whom were soldiers on active duty, and the remaining 64% veterans. Half of each batch of participants meet face-to-face in real life, the other half in a virtual world environment.
In both the physical and the virtual environments, sessions are experiential in nature; participants in the study meet, go through various exercises designed to focus the mind, ease tension, and reduce stress. Classes as cumulative, each building on and reinforcing the last, providing techniques participants can carry with them into their daily lives. There are also opportunities for discussion and feedback on individual’s experiences with the techniques, and so on.
Those participating in the virtual classes are encouraged to physically perform the exercises rather than just perform them with their avatar. There is a high degree of interaction between session leaders and participants, and courses include homework sessions – exercises participants are asked to carry out when away from the sessions.
A typical US Army MBSR session being held in All These Worlds (via alltheseworldsllc.com)
Virtual world environments are seen as a particularly beneficial for conducting sessions due to the level of anonymity they offer. There is still something of a stigma attached to seeking help for disorders such as PTSD which can make individuals shy away from any involvement in actual behavioural health classes due to misplaced feelings of embarrassment, inadequacy or shame. The use of what is essentially an anonymous avatar in a virtual environment helps eliminate these feelings, and any associated stress or anxiety which might otherwise be experienced.
The multiple ways in which participants can provide feedback through a virtual world is also seen as beneficial. Giving voice to the feelings, responses and emotions one is experiencing when in a public forum is not always easy. But in a virtual environment, a participant can, for example, opt to give their thoughts and feedback via IM to the session leader, who can in turn relay the salient points to the class in a way that also doesn’t cause the individual any additional stress or embarrassment. Even the use of voice morphing is seen as advantageous, as it again offers participants relief from any fear that their voice might otherwise be recognised.
Participants in both the physical and virtual studies receive “homework” assignments (via alltheseworldsllc.com)
Additional benefits in using virtual worlds are those of accessibility and the ability to establish social networks among peers. Writing in Advanced Computational Intelligence Paradigms in Healthcare 6, Jacquelyn Ford Morie, the founder of All These Worlds, and who also one of Dr. Rice’s collaborators in the study, notes:
Today’s returning soldiers are most likely geographically dispersed, which may make it difficult to get to centres where medical help is typically aggregated. In addition, a social support structure may be lacking, leaving veterans unable to socialise with comrades in person on a regular basis … Online shared virtual worlds, however, are easily accessed from any personal computer, and can support the formation of social networks, facilitate access to care, and provide social activities between soldiers where geography is no barrier.
Jacquelyn Ford Morie. All These Worlds, her company, has also provided virtual environments for the US Army’s MBSR studies
She goes on to note that most service personal today are comfortable with using technology and in playing computer games, so accessing virtual worlds should not present them with significant barriers to entry or from engaging with online communities.
Dr. Rice and her team report that taken as a whole, the MBSR courses have seen positive results across both actual and virtual sessions, with participants registering lower blood pressure, reduced anger and increased calmness in their lives, as well as exhibiting increased energy levels and faster reactions. Her team also note that anecdotal evidence suggests that those who have participated in courses are still practicing techniques six months later.
However, the team also acknowledge that further research into the overall effectiveness of MBSR with military personnel is required before any definitive findings on its overall applicability to widespread use within the US Army can be determined.
Even so, despite the fact that such formal determination has yet to be reached, the work carried out to date is encouraging, and stands as another fascinating example of how virtual worlds can be used for the betterment of our health and welfare.
In May 2014, Linden Lab launched a new line of mesh avatars. These were made available on both the sign-up page for new users, and as library avatars within the viewer.
These avatars met with a mixed reception; many of the human avatars looked somewhat bland and perhaps suffered from weak skin textures, but some could also look pretty stunning given the inclusion of materials within them, as Caitlin Tobias powerfully demonstrated (sorry, couldn’t resist the pun).
The demon avatar supplied by LL and as pictured by Caitlin Tobias on Flickr – click for original
However, several of the new avatars did exhibit issues; there AOs resulted in their feet being buried in the ground, hair styles were not overly appealing. Perhaps most noticeable of all – although the avatars were promoted as taking advantage of fitted mesh, they were released with base shapes set to No Modify.
As I commented at the time of the release, making the base shapes No Modify pretty much undermined the entire fitted mesh aspect of the avatars, since it meant the avatars could not by default be customised using the shape sliders to adjust height, build, etc. To be able to do so meant swapping-out the base shape first, something new users would likely be oblivious of, and thus see the avatars as “not working”.
At the time of the launch, I raised this point directly with Ebbe Altberg, and in fairness, he took it on the chin:
On June 10th, The Lab announced this issue, and those relating to things like AO problems for those avatars supplied with AOs had been fixed, and the avatars duly updated. The blog post reads in part:
Following community feedback about these new avatars, we’ve made some adjustments, and today we’re re-deploying them with a few updates.
Most significantly, users will now have the ability to edit the avatar shape for the human form avatars. Because these avatars are mesh, not all sliders will affect the shape, but many of them will. Play around and personalize the body, torso, and legs using the sliders now supported with the updated, modifiable shape. Some of the head and eyes sliders will also now work to adjust the avatars’ faces.
Additionally, Sara (the blonde female avatar) got a fuller hairdo with more body and volume, and we’ve fixed the hover position for several of the avatars which helps prevent sinking into the ground.
I’ve only had the briefest time playing with the updated avatars, but they do now appear to work as expected. Some problems still remain – the hands on some of the female avatars still look like they’d be more at home on a guy, for example, but then the avatar meshes themselves doesn’t appear to have been reworked. Some people trying them did report some inventory related issues, which I confess I’ve not had time to poke at.
As it is, the update is welcome, and hopefully will see the new avatars enjoy wider use within SL. That said, I confess I won’t be using them. I’m still a stick-in-the-mud where mesh is concerned, and anyway, I’m more than happy with my avatar as she is, shape warts and all!
Jayjay Zifanwe (rl: Jay Jay Jegathesan, founder, UWA virtual worlds) brings word via the The University of Western Australia (UWA) in Second Life blog of how a Second Life machinima has, for the first time, been used in one of the major units for a degree programme at the university.
The film, Equity & Trusts: Estoppel Tutorial has been used within the LAWS5103 unit, Equity & Trusts, a 2nd Year compulsory postgraduate unit for the Juris Doctor (law degree), taught at the University of Western Australia. It is a collaborative effort between Metaworlds, based in Ulm, Germany, and the UWA, directed and edited by Laurina Hawks of Metaworlds and featuring a script by Professor Natalie Skead, Associate Professor – Faculty of Law at UWA.
Estoppel is a series of legal doctrines which preclude a person asserting something contrary to what has been expressed or implied by a previous statement or action by that person, or by a previous relevant judicial determination.
Professor Skead and students discuss the unfolding situation in the Equity & Trusts: Estoppel Tutorial movie (image courtesy of the UWA in SL blog
The film charts a situation which develops between a young student and her uncle, who initially offers to finance her tuition fees as she goes to university to study law – at his suggestion – before later withdrawing the offer.
At just under 8 minutes in length, the movie has been shown to students during tutorials designed to trigger discussions on the Estoppel principle of law. Following the discussions, students were asked to evaluate the effectiveness of the film, and the overwhelming response was positive.
Commenting on the outcome of the presentations, Professor Skead indicated the use of the video resulted in far more rigorous and detailed assessment of the facts as presented in the movie. She added that she felt the discussion on the topic which followed the film was far more sophisticated and detailed when compared to previous exercises conducted using more conventional methods, thus marking Second Life as a valuable tool for connecting students to real life experiences.
Commenting on the approach, Jayjay Zifanwe / Jay Jay Jegathesan said, “We are absolutely thrilled at how successful this has been, and hope to continue supporting more and more areas in the targeted use of Second Life where it adds value. We have the far have had various activities and outcomes across the School of Business, School of Education, School of Physiology, Anatomy and Human Biology aside from this newest venture with the School of Law.”
As well as this work, the UWA has also recently made a series of presentations on how they use Virtual worlds to support teaching, research, architecture, international community development, art & film at the Digital Education Show Asia, which took place in May 2014 in Kuala Lumpur.