Return of 50% discount to educational & non-profit groups

secondlifeOn Wednesday July 24th, Linden Lab announced the official return of the 50% discount on both private region set-up costs and tier for accredited educational and non-profit organisations. The announcement came via a blog post which reads in full:

We’re pleased to announce an update to Second Life pricing for educational and nonprofit institutions. Effective immediately, any accredited educational institution or any organization with a 501(c)(3) charitable non-profit tax status (or equivalent) is eligible for a 50% discount on private region set-up costs and a 50% discount on private region maintenance costs.

As long-time Second Life users will note, the discount on maintenance costs is similar to a discount previously offered to these organizations. More recently, after reviewing our pricing, we have been offering this discount directly to individual organizations, but today we are happy to formalize this pricing, extend the discount to also include set-up costs, and open applications for all that are eligible.

For more details on the offer, including how to apply, please see the wiki page here

Organizations eligible for this discounted pricing are also eligible for invoicing of the private region costs. Invoices must include a minimum of six months of maintenance. Additional details can be found here.

Deep Think East - one of the regions operated by the UK's Open University, one of the educational organisations which still operates within Second Life
Deep Think East – one of the regions operated by the UK’s Open University, one of the educational organisations which still operates within Second Life and now eligible for the renewed educational / non-profit discount.

As noted in the announcement, this comes on top of a move in March 2013, where selected educational and non-profit organisations were offered a similar deal. While it is pure speculation, and despite doubts expressed at the time, it might be the renewal  / extension of the offer to all educational / non-profits might be as a result of the “private” offer being well-received.

Whether or not this is the case, the move is to be welcomed as a reversal of a decision which struck many as possibly unnecessary and damaging at the time it was taken in 2010. Leaving speculation aside, it will be interesting to see how many organisations do respond to the offer (assuming LL release any details) as time progresses and as the offer fits with various budget cycles.

There are inevitably some requirements for qualification for the deal. Not only do organisations applying have to be properly accredited (e.g. hold 501(c)(3) charitable non-profit tax status in the case of US-based organisations), but payments must be for a minimum of six months maintenance (tier), on top of the initial set-up fee, again as noted in the blog post. However, these are to be expected, and were a part of the original educational / non-profit discount offer.

Related Links

With thanks to Mona Eberhardt.

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.

Taking a peek at the latest new user experience

In June Rod Humble indicated that the Lab would be evaluating a “new” new user experience in an A/B test against the current Destination Islands. During a conversation I was able to have with him a little more recently*, I asked whether the new experience would include anything of the “personal touch” – getting new users more easily get to the things which interest them. He replied:

We definitely want to make it easy for Second Life users (especially new ones) to connect with the things in-world that match their interests. What we’re testing at the moment is more geared at getting new users familiar with basic controls, so it comes even before the point where they’re ready to connect with relevant content.

Given this, I’ve been curious as to what form the “new” new user experience might take – and today I had my answer.

The sign-up process itself remains unchanged, so far as I can tell. as does the first-time installation of the viewer, which I looked at back in March 2012 – although this does differ significantly to the installation process established users may be familiar with.

As I reported in 2012, when installing from the sign-up process, the viewer includes a series of panels which give various hints as to what SL is and how to get a start in it, such as the use of text and voice chat – although admittedly, the fact that these panels still feature viewer 2.x did raise a couple of eyebrows. Nothing like staying up-to-date, eh?

One of the explanatory text panels displayed during the viewer installation process
One of the explanatory text panels displayed during the viewer installation process. note the viewer 2.0 UI, complete with sidebar!

Once logged-in to Second Life, things are now noticeably different. New users are initially delivered to one of several versions of “Social Island”, arriving on a beach. The landscaping here is somewhat more pleasing to the eye than the older Destination Islands, However – and bearing in mind, I have no idea just how “preview” or “work-in-progress” this approach is – it tends to start to unravel from here. Just what do you do? Where do you go? What the heck is going on? There is currently no indication at all.

Well, actually, there are clues. They’re just not terribly obvious clues.

"Where am I? What am I supposed to do?" A plaintive question from a newcomer on the beach at Social Island
“Where am I? What am I supposed to do?” A plaintive question from a newcomer on the beach at Social Island

Up in the navigation bar, alongside the region name is the parcel description “Find the path”. The clue refers to one of two paths off of the beach. The first refers to on which leads up from the eastern end of the beach, under a stone arch, and the other goes through a tunnel to the island’s interior. Taking either results in the parcel description changing to “cross the bridges”. And indeed, there are wooden bridges to cross; although if you went through the tunnel, you’ll need to master climbing the rock face first (up a set of pretty obvious “steps”.

“Social Island” is perhaps well-named. There was a lot of chatting going-on when I arrived. Admittedly it was of the “Help!” variety of conversation – which included comments like, “What am I supposed to be doing?”, “Can anyone tell me what this is?”,  and, “Does anyone else here use IMVU? Why isn’t this like it?” (yes, honestly, that is exactly what was being asked) – but at least people were communicating and socialising. Sort-of.

Perhaps the most disheartening thing was – again, my direct experience – trying to help a newcomer, only to have her respond, “I hate this,” before  she vanished, presumably logging-off into the ether, never to return.

The Social Islands appeared geared towards getting people walking around and perhaps talking - although much of the conversation might be pleas for help from genuine newcomers...
The Social Islands appeared geared towards getting people walking around and perhaps talking – although much of the conversation might be pleas for help from genuine newcomers…

The path leads newcomers to a single teleport portal which uses the experience tools teleport capability to deliver them to one of the Learning Islands. Here things are, if anything, slightly more confusing – again with the caveat that it may be a work-in-progress.

Continue reading “Taking a peek at the latest new user experience”

Evans et al vs. Linden Lab – L$43 million settlement

secondlifeIn April 2010, and following Tateru Nino’s lead, I reported on a class action lawsuit brought against Linden Lab by plaintiffs Carl Evans, Donald Spencer, Valerie Spencer and Cindy Carter  on behalf of Second Life users, citing misrepresentation and fraud on property ownership, misrepresentation and fraud.

The action was brought by the plaintiffs after having their accounts terminated and their assets (land, content, Linden dollars) seized. What made the case particularly interesting at the time was that the plaintiffs had retained Jason Archinaco as their legal representative. Archinaco was himself no newcomer to the legal complexities of virtual worlds – he had represented Marc Bragg in a similar lawsuit brought against Linden Lab in 2007 which resulted in an eventual settlement between the two parties.

Judge Eduardo Robreno
Judge Eduardo Robreno

Nor did the similarities end there: the Evans et al case was initially set to be heard by Judge Eduardo Robreno, who presided over the Bragg case.

Given this, it is no surprise that the papers filed by Archinaco on behalf of his clients pursued a similar line of argument as had been put to Robreno in 2007, when  – and despite the confidential nature of the final settlement – Robreno appeared somewhat sympathetic towards the plaintiff at that time. Indeed, in a further twist, it was Robreno’s published holding on the matter of Bragg vs. Linden Lab which may have resulted in alterations to the SL Terms of Service which may in turn have contributed to the case involving Evans et al.

Even without this, Archinaco had a strong case to put before the court. Despite ToS changes, etc., Archinarco argued that the Lab continued to systematically represent that virtual items and land were owned by users and that the Linden Dollar constituted a valid currency. At the same time he outlined the Lab’s moves to withdraw such representations and present virtual goods and the Linden Dollar as ‘limited licenses’ and “tokens”, thus presenting Linden Lab as the owner of all as effectively altering users’ title “without consideration, the consumer’s knowledge or consent” through ToS, which Robreno himself had previously held as a Contract of Adhension.

The papers filed by Archinaco set out two potential class actions:

  • The Main Class, comprising: US residents “who are or were owners, possessors, purchasers, creators or sellers of virtual land or any other items of virtual property or items as participants [of Second Life] at any point between November 14, 2003 and the date of class certification”
  • A subclass of plaintiffs who found their Second Life assets “deliberately and intentionally converted, taken, ‘frozen’, or otherwise rendered unusable by Linden Lab” (SubClass A).

The case ran on through 2010, with the Lab moving for the case to be dismissed in July of that year, citing grounds which – and while I stress I’m certainly not a lawyer, I didn’t think at the time would carry much weight. After that, the case tended to fade from public thought – although it clearly continued with further papers being subsequently filed by both parties, including Amended Complaints on behalf of the plaintiffs, which included the names of further SL users who had seen their accounts suspended.

Judge Donna M. Ryu
Judge Donna M. Ryu

Move ahead to 2012, when Magistrate Judge Donna M. Ryu, of the United States District Court, N.D. California, published holdings on the case, which granted Subclass A of the motion, which was defined by the court as:

All persons whose assets, including virtual items, virtual land, and/or currency in lindens and/or U.S. dollars, have been deliberately and intentionally converted by Defendant Linden’s suspension or closure of their Second Life accounts.

The Main Class of the action, which involved claims of violation of a number of Californian Laws, was denied.

It now appears that a settlement in the matter has been reached between Linden Lab and some 57,000 plaintiffs who met the criteria of subclass A before the matter came to court. This has apparently resulted in an agreement for a payout of some $172,000 by the Lab – which is to made in Linden Dollars (and so presumably to active SL accounts), amounting to approximately L$43,000,000.

Given settlement has been reached, and as Peter S. Vogel of Gardere Wynne Sewell LLP notes, we will “need to watch for other lawsuits to see how virtual property ownership will ultimately established.”

Related Links

With thanks to Aimee Weber, NWN

Goodbye, Misty Mole, though I never knew you at all…

I don’t know Misty Mole (aka Caliandris Pendragon), but I can say I know her work, and have enjoed exploring some of it, and blogging about it here.

As a member of the Linden Department of Public Works from 2008, Misty had worked on a range of high-profile projects, including Nautilus, the Linden Realms game, Linden Homes, Cape Ekim (and the oft-forgotten Professor Linden) and Pyri Peaks. I’ve had great fun exploring the latter two, and admit I enjoyed Linden Realms when it first appeared, and still sometimes drop back there simply because I’m feeling a tad silly, while my Linden Home has been more than comfortable for me. I’ve also spent time sailing on (and diving under) the Sea of Fables. Misty had a hand (or hands) in all of these, and a whole lot more.

Sadly, Misty Mole is no more. She has left the ranks of the Moles in what appears to be less-than-happy circumstances. As a farewell, she has produced a video highlighting her work – and her skill as a composer and musician (she’s often provide music for the Lab to use within LDPW builds). It’s a celebration of her work – and rightly so. It’s also a fitting reminder of the amount of work carried out by the unsung heroes of the Moles.

It’s also something which has me itching to don my hiking boots and go out and explore other Moley places around SL.

Thanks, Misty for all your work – and thanks to the Moles as well.

Related Links

With thanks to Indigo Mertel for circulating the video via Google+

Materials Processing reaches SL viewer release status

Update June 21st: Kokua version 3.6.0.28975 has been released, which include Materials Processing support.

Update June 20th: NiranV Dean has released a version of his “in development” Black Dragon SL viewer with Materials Processing support. See his blog post for details.

Further to the first part of my SL projects update for week 25, materials processing has now officially reached release status with the release of viewer 3.6.0.277516.

If you are already running the release version of the viewer (3.5.3.276452) and have automatic updates enabled, the new version of the viewer, you should be notified that the update is available. If not, or if you have not previously installed the SL viewer, but wish to try-out the new materials capabilities, you can download and install 3.6.0.277516 by following the above link to the official download page.

A katara showing detail created by the use of materials properties
A katara  created by June Dion showing surface detail and reflective qualities using materials properties

For those not in the know, Materials Processing adds normal and specular maps to the in-world tools capabilities of the viewer (using the new land impact accounting system in the process!), allowing much higher / improved levels of realism be obtained with textures used on prim, sculpt and mesh items (they do not work on avatar skin and clothing layers).

I provided an overview of the Materials Processing, including brief notes on normal and specular maps when the project reached a beta viewer release status at the start of June, and I refer you to that post for details.

As noted in that article and elsewhere, the materials capabilities introduce a revised Textures tab to the Build floater in the viewer, which allows you to add normal and specular maps to objects and object surfaces, as well as textures (referred to a diffuse maps).

Materils Build floater Texture tab: The diffuse (texture) option, showing the Alpha mode drop-down options (l); the normal map options, with map picker and default bump map drop-down (c); the specular map options, in which the Shininess drop-down displays the familiar low, medium & high shiny options (r)
Materials Build floater Texture tab: The diffuse (texture) option, showing the Alpha mode drop-down options (l); the normal map options, with map picker and default bump map drop-down (c); the specular map options, in which the Shininess drop-down displays the familiar low, medium & high shiny options (r)

Note, as well, that in order to see materials in action, you’ll need to enable the Advanced Lighting Model option in the Graphic tab of the materials viewer. Please also see the Materials FAQ for other information relating to Materials Processing.

Given the capabilities are now available in the release viewer, and allowing for pressing activities around Server-side Baking / Appearance, it is likely that we’ll start seeing more TPVs start to adopt materials in the coming weeks (for example, the Cool VL viewer already has materials support in the experimental branch).

In the meantime, the Lab has released a video demonstrating the capabilities, complete with a Torley Dancing SL10B bear!

Materials Processing represents a collaborative project developed and implemented by both Linden Lab and third-party viewer developers. Originally a proposal submitted by members of the Exodus viewer team in 2012, the project has included the direct involvement of developers from Catznip (notably Kitty Barnett) and Firestorm (notably Tonya Souther) as well as from Exodus (notably Geenz Spad) in the development of the viewer-side tools and capabilities, with the Lab working on the server-side of the capabilities.

If you encounter any major issues with the viewer, such as alpha issues, severe problems with texture rendering as black, etc., please make sure you file a JIRA on the issue, with any screen shots you can provide in addition to details of your system (Help > About Second Life > COPY button to copy / paste system information).

Related Links