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Eloise Pasteur

The Otherland Group - Blog: Second Life at a Cross Roads? - 0 views

  • For many people outside of the "virtual worlds industry" the terms "virtual world" and "Second Life" are still more or less synonyms. This is especially funny, as many people in the industry seem to have written off Second Life because of many disappointing developments in 2007 and the big negative hype in the press.
  • It is not a secret, though, that Linden Lab's management and investors still believe that the Second Life technology will be the (or a least "a") corner stone of the future Web3D. Is this totally unrealistic? And would would Linden Lab have to do, to make this come true if it isn't? Making the platform more stable is a simple answer - and certainly a pre-requesite. But what about other decisions? More control? Or less? More openness? Or a tightly controlled product? And a product for which target groups? Based on what business model?
  • Both will tell you, that Linden Lab indeed has a rather profitable business model, is expecting significant growth and is targeting markets way outside the current user base (actually alienating large groups in the current user base).
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  • Actually - and for some of my readers maybe surprisingly - I think that Linden Lab has a strategy for the coming years and Second Life's place in the Metaverse.
  • In parallel, it is interesting to see, that Linden Lab created a "Department of Public Works" earlier this year, which is responsible for "beautifying Second Life" - after a long long time, where the company just flooded the market with more and more "land" (servers) which quickly were converted into huge trailer parks.
  • I believe, that they are all part of a unified strategy to position Second Life as a standard tool for creating and accessing the future Web 3D as well as to position Linden Lab as one - but not the only - important service provider.
  • The problem for Linden Lab is, that they target so many dfferent audiences. And it is impossible, to offer all of these audiences ONE single product, a product that will make all of them happy.
  • ut, comparing SL to "The West" (as Mitch Kapor did it in his birthday speech), please consider: not all of the important groups and personalities in the American West of the 1840s or so would be well respected citizens in the California of 2008
  • a second important audience, Linden Lab is targeting, too, is the corporate audience, the educational institutions, etc. Despite Linden Lab's propaganda, this is a very small market today (the majority of earnings comes from consumers) but it is growing. This audience needs more "control & security". If Linden Lab wants to succeed in these markets, they have to provide that - not only on seperate estates, because the vast society of Second Life CAN be an interesting aspect for some of these projects, too :) Not all of them work best in a walled garden.
  • For those who want a walled garden, I am sure, that Linden Lab will soon offer some options which go well beyond what is possible on private estates. It will be possible to host closed sub-grids in Linden Lab's data centers in 2009. I am very certain of that.
  • Linden Lab will offer one. Others will do that, too. There will be "adult grids" (they are already being built). There will be grids for many, many sub-cultures and those will certainly not have the same set of rules like Linden Labs SL has (now or then). And there will be corporate "Intraworlds", educational and marketing grids, tightly controlled and partly or fully closed off to the public.
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    Thoughts on the future of Second Life in the development of the 3D metaverse
Eloise Pasteur

Serendipitous Sex - Eloise's thoughts and fancies - 0 views

  • My contention is simple - when we're in Second Life to work, we can use the same techniques we use in first life to focus on the task at hand rather than that gorgeous avatar. If we want, later, to consensually jump that avatar's virtual bones (to be deliberately somewhat crude) and they are interested too, then just like flirting in the office, we can run off together and do this. However, if we're in a space that forbids this - Lively I'm remembering you here, but not only you - there is that allure of the forbidden, the censored, the naughty. People can, and will, work around the limitations in some quite amazingly inventive ways. Knowing it's not forbidden lets us (as a group) apply that energy and creativity to the task at hand when we're working, and apply it to the avatar at hand when we're not - in much the same way we learn how to do as adults.
  • The obvious corollary to this: if we ban sex from Second Life (which isn't the same as the current proposals about the adult continent) we switch back to a situation more like Lively where the allure of the forbidden becomes stronger. Creativity, learning and the like go down, and how long would it be until Second Life follows Lively into closure?
  • There are a range of other things too. The sex market in Second Life contains a huge amount of innovation - if people want to do sex, people will find ways to let them and support them. Whilst not every tool to support avatar sex turns into a tool to support education or business in Second Life, quite a lot (not all, but quite a lot) of the tools that you find used in education and business settings in Second Life, have their origins in the sex industry. Even when they're duplicating tools that are used in RL education/business settings, the code in Second Life is often explored and refined in the sex industry in Second Life first.
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  • So, there you have it. Second Life, in my opinion, gains from the fact that it lets the adults play as they choose as well as work as they choose. The fact there's a market for sex toys drives innovation in Second Life, and supports the business and education communities too. Although the press would, at least sometimes, have you believe it's a playground for perverts, so is the atomic world. But I do rather suspect if you remove the sex play entirely, you remove one of the things that, whilst it draws unwelcome attention, drives Second Life to be a success.
Eloise Pasteur

Gwyn's Home » Not So Lively: Chronicles of Day One on Google's Virtual World - 0 views

  • (no new virtual world supports the Mac these days, in spite of the “promises” done to “support it soon” — with “only” 8% of market share and growing, the Mac is simply not interesting for developers to focus on)
    • Eloise Pasteur
       
      Not true, Small Worlds does
  • Being — like all Google products! — a Beta version, there are perhaps 40 or 50 available options (not the “millions” announced by Google reps) and they can be somewhat configured, but the choices are confusing and very, very limited.
  • “Linden Lab” room a close second. Figuring out that here I would already find a few familiar faces from Second Life®, I went for that one. The choice was certainly correct — Dusan Writer, Grace McDunnough, Jurin Juran, and likely a few others (sometimes it’s not easy to figure out who’s who!) were around in the room, testing the cumbersome interface. And cumbersome it is!
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  • Then again, it looked like most of the crowd was complaining about the excruciatingly painful lag.
  • Combine that with a confusing little interface and it was clearly anything but a “fun” experience. And remember that we were all cheating. Everybody on the “Linden Lab” room at that time was a veteran Second Life resident; we’re not exactly newbies with virtual worlds. We have tried several, and in some cases, use different VWs regularly and every day. We’re used to lag, to semi-functional software, to application crashes (several people crashed during the few hours I was online), to things not loading, to silly mistakes that everybody does. We’re also used to the insanely complex (but virtually rich) interface of Second Life, and use computers and their complex applications to accomplish tasks every day. And, of course, we all are very open minded and eager to try new things out.
  • Lively was anything but Lively — except for the fact that you were in a visually unappealing chatroom with a lot of friends or at least acquaintances from one’s journey across the Metaverse. Like I usually say, most virtual worlds I’ve tried only capture my attention for about 15 minutes, and it’s up to the developers to make sure that I enjoy the first 15 minutes
  • The “cartoonish” look (which is so great for rendering things quickly) is also something that baffles me. I can’t believe that Google is targeting the teen population.
  • After all, Mike Elgan from ComputerWorld claims: What that means is that companies will be able to re-create their office and meeting space, and events companies can create or re-create entire conferencing facilities. Your avatar can wander around, see the “booths,” check out the conferences or interface with other “attendees” — all in virtual space.  Really, Mike?… They might do that, but definitely not on Lively.
  • Even a MoU representative (who, as said, did create a room for a client in Lively already) considers that opinion an “interesting hypothesis”. Put into other words, not even MoU seriously believes that article, and it’s just one of a series — which, if I didn’t know the reputation of the magazines writing them, I’d just believe they were infodumps straight out of Google’s marketing department. The claims are just ludicrous.
  • If Google has more plans for Lively, they’re not telling — and instead are offering a terrible product, way below their usual offerings.
  • So why are people so enthusiastic about Google Lively? I have only one explanation: it has the brand “Google” behind it.
  • As a 3D-chatroom-embedded-on-the-web, it falls behind almost every other product and application I have tried in the past 4 years, no matter where you wish to find something good. The animations are goofy and cartoonish, to the point of extreme irritability.
  • The interface is not obvious, but then again, SL suffers from the same problem, and it’s just a question of getting used to it.
  • There is no content creation at all; no way to integrate it with anything; no programming/scripting; no chat tools (even GTalk, known to have the least features just after SL’s chat system, has far more!).
  • And, more important: no support, a terrible forum system (I can’t answer on half the threads), no helpful people around… if you bump into a Google Developer, they’re very likely very friendly (or so everybody who met them claims), but that’s all you get.
  • Google’s webpage for Lively is even more minimalistic than anything else they’ve launched before
  • And there is nothing on the Google developers’ sites either.
  • Searching for the “most popular” rooms leads to the inevitable: the most rated one was a dance club (since you can stream music) and on the top ten list you had a lot of sex-related rooms as well.
  • This was a terrible disappointment. I admit to being very naive. I was expecting something with at least the quality of Vivaty which at least has pretty decent avatars
  • but using SketchUp to import at least crude models. Even importing plywood cubes would be nice! Instead, we have to rely on the “Catalog”, created by a limited group of Google developers.
  • Some SL residents managed to talk to the Google Developers, and these said that there was a 3D Max plugin to allow the creation of content into Lively. The plugin works 90% of the time but it can only improve. There is no idea or plan or announcement on if that plugin will be released to the public.
  • Google is known to be “the company that does no evil”. But looking from my point of view — an enthusiast of the 3D Social Web — I feel cheated. We were doing great in opening the minds to millions of users to look at the Metaverse as Second Life defines it as the next human-machine interface for all our tasks. Granted, we all know it’ll take ages — another decade at least — but we all are here for the long term. Instead, what we get from one of the industry giants is that “3D is bad, embedding cartoons on Web pages is good”. Why? Well, it should be obvious. Google is the market leader in (2D) web search content — both text and images (and soon video). While there is an HTML-based World-Wide Web, Google will be a major player in it — always.
  • I don’t think there are coincidences. In about 24 hours (not in the same day for the timezone-impaired), Sun’s Wonderland gets slashdotted, Linden Lab announces the massive growth of Second Life and demonstrates the interoperability between their main grid and IBM’s OpenSim-based grid, and Google launches their own virtual world, Lively. July 8th was definitely the Day of the Metaverse!
  • So, like probably billions of people around the world, I tried to join in to Lively and see what’s all about. Not to be turned down by the lack of Mac support
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    More on Lively. Google is missing the mark
Dr. Fridemar Pache

A Second Life For Business - Second Life: Is Business Ready For Virtual Worlds?: Second... - 0 views

  • There's also a more academically respectable software platform for 3D interaction, known as Open Croquet, which is backed by computer industry luminary Alan Kay, one of the originators of object-oriented programming and graphical user interfaces.
  •  
    sl secondlife alternative VRMLdiigo.com/tag/sl secondlife alternative VRML
sally pearson

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