Archive for Video Games

Organized Chaos, Neural Net Simulations

Posted in Future Science, Science, Video, Video Games, Virtual Reality by wayne.porter on April 4th, 2008

A post for my family. Each of you can decide which video goes to which person.

Neural Nets Simulation

This is a pretty awesome neural nets simulation. This is roughly what the creator imagined our brain cells work like”…organized chaos

Artificial Evolution with Cross-Breeding by Jonathan McCabe’s

The patterns are made by repeated foldings, rotations and shifts, and then each point is coloured depending on its positions during the operation. A process of artificial evolution was employed to develop the final images, involving repeated variation, selection and “cross breeding” of the recipes used to generate the images.

AI Tetris

 

However I think the future is shaping up like this- we won’t need to play games, we will have artificial intelligence to do it for us. More time spent fishing I guess, although I like Tetris.

Popularity: 2% [?]

Stainless Steel Rats Next-Gen Podcast

Once again Sam Harrelson talks me into a late night look at Next-Gen Marketing with a few practical examples over at Revenews. Long one- so good time to change the oil on the car (time shift) and listen…some might find it very relevant- no matter what reality you exist in, or think you do.

Sam says: “The podcast runs about 90 minutes and we discuss Wayne’s conception of Next Gen marketing and possible futures of online and affiliate marketing.”

Wayne says: “As usual, this podcast runs about 90 minutes and we discuss science fiction books, Next-Gen, games, my experience with ARGs, multi-verses, engagement from twitter to Second Life, Sam finds value in an OPML file, engagement metrics, incubation of fan bases, engaging smart people, Twitter, personalities, a bunch of books like: The Book of Zines, The Adventures of the The Stainless Steel Rat, Media Virus, etc. Not that many would care, but for the observant we also plod into Assyriology, cuneiform, ancient civilizations and why that crap is important to us. As usual I interrupt too often (why does he always catch me tired?), but we move along and didn’t even touch Mobile Marketing or iPhone stuff or blending it with RSS. At any rate this is sort of what “industry insiders” talk about…sort of.”



Stainless Steel Rats MP3 File

Another good cast, and Pinnacle Best Blog Award Winner- Sam Harrelson, speaks (what are you cloned or what?) at AffiliateFortuneCookies.com giving more clarity as Next-Gen, Virtual, Affiliate, and A Whole Bunch of Stuff Most Can’t Even See are heading for a whacked out, giant ajax-style real-world mashup collision thing. Maybe.

3D social networking attention Brian Clark collaboration E Commerce Eldtritch Errors Gaming GMD Studios iPhone Mentors MMO mobile Next Gen marketing sam harrelson Second Life Security story telling Video Games virtual reality virtual worlds web2.0

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Virtual World Immersion and Augmentation

Posted in Second Life, Video Games, Virtual Reality by wayne.porter on March 7th, 2008

Rick van der Wal, aka Digado, a blogger I have great respect for, recaps Ren Reynolds lively taxonomy discussion at Terra Nova:


* Game world
* Lucid World
* Metaverse
* MMORPG
* MMO
* MOO
* MUSH
* MUD
* WoW
* RPG
* HUD
* RCE
* RMT
* Synthetic World
* Social World
* Thick Virtual World
* Thin Virtual World
* Virtual World

If you can get past the emergent nomenclature I suggest you read his entire take-away on immersionism and augmentation and the comments.

The Views

He notes and adds, as I believe, they are NOT mutually exclusive…

Immersionist’s point of view

Virtuality is… a new reality, a new world (or as Philip Linden/Rosedale once said - “A country”), a new frontier.

Most common issues: The Avatar as a person, new builds and ‘In-world’ developments, in-world authority, the community and underlying relations, the future (a long-term time frame of 10-25 years from now).

Key elements: Freedom, vision, escapism, trust, recognition, community, immersion.

Augmentionist’s point of view

Virtuality is… a tool - a medium, a game and an extension/evolution/continuation of the internet and communication.
Most common issues: Perception of mainstream media, elevating the platform of Virtual worlds as a tool/medium, how virtual worlds influence the real world - economic, education, entertainment for ‘real people’, the timeframe of now until 3 years from now.

Key elements: Adoption of Technology, opportunity, verification, research, return on investments, benefits of virtuality, cross ‘realm’ communication.

Boiling It Down

1. Immersion and augmentism are not mutually exclusive.
2. Immersionists are a movement based on escapism.
3. Augmentists are opportunists.

Rick I think they are blog worthy issues and thank you…as I have been trying to find a good blend of “not mutually exclusive.” None of these schools of thought are “black and white”. That is why I think VR communities should pay attention to the thought leaders struggling with revenue generation and Web 2.0- and pollution- not to mention concentration risk. See my latest on Revenews.

Popularity: 4% [?]

Games are The Future

Posted in Gaming, Video Games, Virtual Reality by wayne.porter on March 2nd, 2008

“Reality is fundamentally broken, and we have a responsibility as game designers to fix it. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better.”

Reality is Broken: GDC08 Rant by Jane McGonigal.

1. Satisfying work to do
2. The experience of being good at something
3. Time spent with people we like
4. The chance to be a part of something bigger

My favorite takeaway was- Why care about games? Because life is crap. Life is crap, and the ONLY thing that makes it worth living is art – and play.

and

“Games are the ultimate happiness engine”

and

and this lively slide : “Reality is broken. • Can we fix it? YES. • Should we fix it? HELL YES. • Will we fix it? I HAVE NO F’ING IDEA”.

Gaming Video Games virtual reality virtual worlds

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Virtual is Real | Second Life Not Second

Posted in 3D Social Networks, Attention, Kwisatz Haderach, Social Networks, Video Games, Virtual Reality by wayne.porter on February 29th, 2008

Well only for a few perhaps, and we are far from it, but let’s look to the future through the eye’s of a futurist…

Virtual reality and reality to merge says Ray Kurzweil.

“Computers the size of blood cells will create fully immersive virtual realities by 2033,” leading inventor Ray Kurzweil has predicted. If so this sucks for me. I am to late. Death = phail.

“Today you can put a pea-sized computer inside your brain, if you have Parkinson’s disease and want to replace the biological neurons that were destroyed by the disease.”

He said a billion-fold increase in computing performance and capability over the next 25 years coupled with the 100,000 fold shrinking, would lead to “blood cell-size devices… that can go inside our bodies and keep us healthy and inside our brain and expand our intelligence”.

He said the blood cell computers would be able to “produce full immersion virtual reality from inside the nervous system”. People have more freedom in virtual worlds. He said the games industry had to be thinking about the future development of computing now.

“The games industry fits in well with the acceleration of progress; in no other industry do you feel that more than games.” Mr Kurzweil, who invented the flat bed scanner and text-to-speech synthesis, said the virtual world was a misnomer.

“In virtual worlds we do real romance, real learning, real business. Virtual reality is real reality.”

He added: “Games are the cutting edge of what is happening - we are going to spend more of our time in virtual reality environments. “Fully emergent games is really where we want to go. We will do most of our learning through these massively parallel interactions.”
“Play is how we principally learn and principally create,” he said.


Mergers Take Time

The merger is already occurring…in very small steps. Here we get a glimpse of conversation on discordant issues. Avatar to Avatar or human to avatar- anyway you want to slice it.


…often cannot be measured, let alone seen. We can only measure some of the after images.

Many messages are never heard because they do not rebound back or recurse to the media in a plain or readable format…nor can the impact be measured accurately due to hidden impediments. No other commentary from me. This is a hidden conversation made open. Anonymity assured. Tiny alterations made. You normally would never hear any of it. You would only see the after images… I am not going to make any comment on what it means. e.g. FIC.

3D social networking attention Kwisatz Haderach Social Networks Video Games virtual reality virtual worlds

Popularity: 4% [?]

Dunbar’s Number and Facebook App Blindness

Posted in 3D Social Networks, Blogging, Facebook, Recreation, Second Life, Social Networks, Video Games, Web 2.0 by wayne.porter on February 23rd, 2008

Andrew Wee makes an interesting observation about Facebook and how painful it can be to face mountains of invitations for applications, which he likens to Google Adsense blindness.

Being hit by irrelevant application invites, and with Facebook system where multiple people can keep sending you invites to the same app over and over again, and the best part is that you have to deny/ignore each application request one at a time, means you could be spending 15 - 30 minutes each day just getting rid of application requests…

So is this effective social marketing?

Should you still go out and develop a facebook app?

Effective? For the short-term- yes. Long term- no. Should you develop an application? Yes, but Facebook should be more astute and take a lesson from Dunbar…

Andrew notes that I like a certain game and asks for feedback:

Social marketers, I’m keen to hear what you’ve to say, maybe Jim Kukral, Sam Harrelson, Wayne Porter (whom I know is addicted to a particular insidious Facebook game…), Stephanie “Internet Geek Girl” Agresta, Robyn “Sleepyblogger” Tippins, Shawn Collins, or if you the reader might like to weigh in, drop a comment below…

Ironically the same game Andrew mentions I am addicted too is a game he had already mastered. Who knew we shared an interest in a certain insidious Facebook game?

Dunbar’s Number

I get many invites to groups, games and friend requests, and I don’t think I am near Andrew’s friend count of over 300. That is a significant being double that of Dunbar’s number. Dunbar’s number, approximately 150, represents a theorized cognitive limit to the number of individuals that one person can maintain stable social relationships, the kind of relationships that go with knowing who each person is and how each person relates socially to every other person.

Coevolution of neocortical size, group size and language in humans. Behavioral and Brain Sciences 16 (4): 681-735 .Dunbar used the correlation observed for non-human primates to predict a social group size for humans. He predicted a human “mean group size” of 148 (casually represented as 150), a result he considered exploratory due to the large error measure (a 95% confidence interval of 100 to 230). Note it is exploratory because of the margin for error and this should serve as a caveat. Christoper Allen does some deep analysis and notes that 150 is probably on the high end if one is looking for group cohesion.

“hovers somewhere between 25-80, but is best around 45-50. Anything more than this and the group has to spend too much time “grooming” to keep group cohesion”

The rise of MMORPGs, digital worlds, Second Life and social networking sites like Facebook and MySpace has lead to more scrutiny on group size. Again Christopher Allen’s: Dunbar, Altruistic Punishment, and Meta-Moderation and Dunbar Triage: Too Many Connections (Allen offers up some good cultural and technological strategies).

At any rate I simply ignore or delete the requests- unless I find them interesting. There is a handy link at the top of my Facebook sidebar called “Ignore All”. A cheap form of keeping my “Dunbar pressure” in check.

What I do find interesting is “who” sends me “what” as it is very telling and provides insight into an individual’s persona and one’s overall network.

Language and Groups

For the record I think “addicted” is a bit dramatic…ok perhaps not…but I need to get my gold/lumber! I have an incentive. I have found that when I put a personal message in a request I tend to get a higher return on participation. Perhaps, as Dunbar put forth, language is a “cheap” form of social grooming. Tacking on a note is about as cheap as one can get.

For example, with invites to Dark Art of the Ancients I sent out a request and explained how I found the cooperative aspects of the game interesting and more players signed up than when I just selected twenty…I would love to see some metrics, perhaps public, (likened to CJ’s EPC) on request conversion by category, incentive and cap (number of invites).

That might be a better metric than overall installations or percentage of people with number installed…and perhaps Facebook would be wise to place a cap on invitations dynamically. Application developers could do this as well, and some do, but it still falls back to Facebook who must maintain stewardship of the platform long-term.

I do think we are in for a new age of metrics and social networking sites should pay attention to the stress network size can have on individuals as this could lead to “application blindness”. Sure, we have control of our network size, but people really don’t want to reject others, we would rather ignore the message.

Bigger is Not Always Better

It makes me think back to the early days of affiliate marketing were success was placed on the number of affiliates one gained and little attention paid to quality or relationship efficacy. That has changed- at least from an affiliate force size standpoint. I feel there is still too much emphasis placed on “big hitters” and marketers lose by not working with micro-sized players who really can influence people. Then again, the marketer gets all the stress of too many relationships.

Glory and Money

This is illustrated by a form of recruiting new players in a web based battle game my son and I play..they give a linking option that humorously underscores the reckless attitudes that some marketers continue to embrace, yet I cannot help but chuckle when I read it…

To recruit gladiators, who will then fight for you in the arena, you have to place your trap link somewhere in the internet and wait until someone clicks on it:

http://s5.gladiatus.com/game/c.php?uid=92111

Tip: you can place this link into your homepage, use it in your forum signature or send it to your friends. Someone will be mugged by you as soon as the link is clicked. You will receive money and glory through this!

“You will receive money and glory through this!” does sounds much like affiliate pitches from a few years ago. “Mugged”…at least they are honest and didn’t try to throw in honor.

We Aren’t Meant to Scale

The real value from social networking platforms are the relationships forged and conversations to be had and Facebook applications or RPGs are great for this, but one should keep Dunbar’s number in mind. This is especially prudent in high immersion environments, like Second Life, where nothing seems to scale.

Social network quality is limited by design and Allen’s adjustments make more sense.

Andrew I will see you at the Summit so I guess we can continue the conversation at some point. If you are bored try Gladiatus- I will get money and glory through this and you can take a break from Facebook before you lose all of your vision.

3D social networking Blogging facebook Recreation Second Life Social Networks Video Games Virtual World virtual worlds web2.0

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Caledon Immersion, Stories, Bonding & Identity

Posted in 3D Social Networks, Future Shock, Gaming, Second Life, Social Bookmarking, Video Games by wayne.porter on February 21st, 2008

The quick recap of one of my usual winding posts that go on and on….but really worth thinking about. The short version Chev summed up in an insult , yes it is true but the mnemonic is far more succinct. (For those late to the game- we are one and the same, only the avatar version does not always behave as predicted and generally denies I exist.)

- Chev, our rogue knight, wonders out loud in twitter after viewing a Caledonian island covenant.

- Helpful Pfanderson steps up to guide the knight with some information.

- I follow-up via e-mail and ask three questions of Mr. Drinkwater, esteemed and humble resident of Caledon. Carried to him via the helpful Lady Anderson.

- Later this pm, after many e-mails, Tweets, Skypes, etc from folks, and judging by unique visitors on my steampunk’o'meter I find it thrilling to say Caledonians enjoy reading long windy posts. That does not excuse my poor writing, only that I believe that Caledonians will read anything with a vigor that is not quite human.

I received a letter from Mr. JJ Drinkwater. I have not replied back to Mr. Drinkwater, although I shall, and it is not for being at a loss for words, but because after reading it…I felt intruding would be like- well- interrupting a very nice play.

Upon Mr. Porter’s Questions on Caledon, its history, and boons.

These were brokered to Mr. Drinkwater through the quill of Ms. Anderson and I report below. Enjoy and savor fair reader, to use a word from Mr. Drinkwater, the “zest” in this reply. I have made small edits to links for purpose of aesthetics and other slight changes, otherwise this is the text as sent from the good fellow. I shall attempt commentary later, for now my hope is that more Caledonians send me letters so that I may digest them first, then share them. It is rather selfish, but I am a rogue and it is a stingy pleasure.

My Dear Sir.

You raise some extraordinarily interesting questions, indeed….some of which I cannot even presented to answer, but can query in their turn. Before I begin, however, I should like to say that, devoted as the Caledon Library is to our fair nation, we cannot pretend to stand in for Caledon’s sundry Founders, Historians, and Pundits, many of whom, I am entirely convinced, will make themselves heard on ths matter, either at this estimable table, or from their own Podia.

1) Does the Caledonian citizen’s interests in literature influence how well curated the history of the build seems to be?

That is a dangerous question to ask a Librarian, sir, as we are apt to place literature at the centre of all things, and to see all things by its light. However, since you have asked…

Caledon was created to be a 19th-century environment—but Caledon is very far from being a historical re-creation. I like to say that when one comes to Caledon, rather than entering the 19th century, one enters the 19th century imagination. The world of Caledon has as much in it of Ivanhoe and 20,000 Leagues Under the Sea as it does of *The Mayor of Casterbridge*, *Hard Times*, or even *The Pickwick Papers*. This means that Caledon draws on a very large body of literature and history, instead of (like many other RP regions) a single created world, or body of mythology. Moreover, although it is nowhere stated, the implicit story is (arguably) that Caledon is British, or is Britain, as seen through some appropriate looking-glass.This means that the flourishing of the English-language novel in the 19th century gives Caledon—and its library—a rich source of material to draw on.

During a most edifying conversation, on Orange, this week, the following was said (with much edited out inbetween)

[12:40] Sin Trenton: When “pure” Victorians meet “pure” Steampunkers. In other groups in the past, there is alienation.. In Caledon forums, people promptly decided they wanted to learn more about the other side
(snip)
[12:40] Ordinal Malaprop: Yes, actually, I did want to mention stylistic divisions - not in terms of drama necessarily
(snip)
[12:42] JJ Drinkwater has it categorized into the imaginary 19th century of….. Dickens/Hardy/Thackeray, Verne/Wells, and Scott/Rackham

I suppose I should have said the Imaginary 19th *centuries*, for each of those groups of authors deals in a particular genre of imagination. In Caledon, indeed, the Masters of Technology are not on Mars, they are flying overhead in something brass-riveted and steam-powered, and Fairies are not at the bottom of the garden, they are next door throwing a rout and waltzing for dear life. But what *is* a literature, if it is not how a group of persons…a community, a nation, or what have you…conceives of itself and its surrounds, and pases that conception between themselves, and so on to the larger world, and perhaps to the world that is removed from what they limn, in time as well as space?

I must confess my brain (known for its inelasticity, it is true) will not stretch to encompass the idea of Caledon as a build, unless you are using “build” as a shorthand for “the constructed evidence of a community”? In which case, there is indeed a great consonance between the sundry literacies of Caledon-the-c0mmunity (and how Caledonians read such literatures as inspire them) and manner in which they have depicted, and commemorated, what has struck them about Caledon-the-place

2) Are there any specialized tools or processes that a community can use to “keep its identity”. Regain its identity?

Here I am beyond my depth, as I am but poorly acquainted with the thinking of Archivists, who ( if I am not mistaken, which I may well be) ask us to conceive that what a culture creates, and preserves, is the stuff it will use to understand its own nature, or identity, or, if you like, its geist or spirit or soul.

However, from my own little experience, I can say that what Caledon seems to use are tools that are scarcely specializied, but to use them in a manner which is informed by the will and desire to be a community, indeed, perhapse even to be a People.

The Caledon Forums, and the Caledon Aethero-blogo-sphere, to which Sir Edward has graciously pointed us, uses blogs and wikis and discussion threads and suchlike, it seems to me, to instantiate the vast fluctuating wonder that is the identity of Caledon. They do this by sustaining, and making available, over time, a conversation posessing a thousand topics, but through which runs a submerged thread of “Is this Caledon?” “How is this Caledon” “How is this important to Caledon?” “How is this useful to Caledon?” &c. We speak of many matters, but they are all, somehow, matters of Caledon, and it is through this long and multfaceted conversation that the identity of Caledon comes forward to meet the eye.

I consulted long-time Caledon Steward Serra Anansi on this point, and she put in neatly into the following nutshell: “Every joy, trial, cause or flame war links us all for better or worse…”
I would add that it is not only Caledon’s numerous accomplished builders, but also its cultural institutions….its galleries and theatre and musical venues, perhaps even its library…that feed the delight we all take in this. Every time Radio Riel gives us another day of music from Miss Austen’s era or dances us gaily through a Burns Night Supper (http://radioriel.blogspot.com/2008/01/robbie-burns-and-music-of-scotland.html), every time we see our own images reflected in an exhibit of portraits we enrich our sense of community, and its pleasures.

3) How has having a “history” helped the overall community at Caledon?

This, I believe, is a question for the Historians of Caledon, among which honoured company I dare not place myself.

However, I will speculate that it is as something in the nature of a shared narrative, a set of stories we may tell and retell one another, and by our actions extend indefinitely, that Caledon’s “history” has helped us bond into a community.

We are, of course, making it up as we go along, when we perform the daily duties and pleasures that make up the life of Caledon….only, we are not making it up out of whole cloth. Rather, we are elaborating, each of us in our own way, the stories we already know. We have, as it were, a body of images and devices and motifs, and therefore both our stock of Caledon Characters and our skeleton bits of business ready to hand, and, like the players in the Commedia dell’arte, with their Lazzi and Scenarios, we are ready to charge onto the stage and improvise for all we are worth, and to the enjoyment of all concerned.

That we needn’t guess, or rely on our own fallible memories, for what has made up Caledon, but may rather contemplate the evidence of Caledon’s Caledonian-ness in a variety of places, I would think, only serves to facilitate the zest with which we go about the thing.

I am, sir, your most humble etc etc

JJ Drinkwater

It is I who must thank you Mr. Drinkwater and other Caledonians that I am sure debated the issue in some chamber far away. It is rare to get a response that is not only entertaining and humble and yet so courteous I am want to give up being a wandering knight, a long story really how that occured, and sit still in my classroom chair and read proper. Then again, who would Caledonians make merry over? I can serve, if anything, as a bad example of knighthood and will continue to poorly question any Caledonian who would waste time with this Chevalier.

3D social networking future Gaming Second Life Social Bookmarking Video Games virtual worlds

Popularity: 5% [?]

Association of Virtual Worlds Thoughts

Posted in 3D Social Networks, Attention, Future Shock, Gaming, Second Life, Social Networks, Twitter, Video Games, Web 2.0 by wayne.porter on February 16th, 2008

On to the Association of Virtual Worlds.comredux

The Association of Virtual Worlds believes that virtual worlds represent a major information and technological revolution in how we work, play and live per the site. I think any long-time user agrees, despite setbacks, these pocket universes are major market disrupters. “The Association mission is to serve those companies and individuals who are dedicated to the advancement of this multi-billion dollar global industry and reach out to those who have not yet found virtual worlds.”

I might add I’d like to see more of the “multi” going out to the content creators, where the rubber meets the road. Like it or not scripting will in many ways become commoditized for common applications, and builds will be prefabricated or modular. However, the story tellers, the community facilitators, the people who know WHAT tools and HOW to use them effectively and creatively…are getting left out in the cold and their work, coupled with builders and scripters makes a world. Otherwise we have static code and primitive objects. We need bards, and we must value their work and time. Because the work is virtual does not make it less valuable.

This revolution started with people decades ago and it needs to get back to people. That is the essence of the “virtual world” or “web 2.0″, or any name you want to place on this compressed, immersive and fast paced media consumption and interaction. Think about it- no matter how immersive I am willing to be the majority of time users spend- chatting and talking. The visual element provides “presence”

The Goals of The Association of Virtual Worlds are:

1. To create a forum for the discussion of issues affecting the industry
2. To assist in the development of industry procedures and standards
3. To promote the virtual worlds industry, its interest and developments
4. To educate on the benefits of virtual worlds to enhance work and play
5. To offer business and social networking opportunities
6. To connect the public and consumers with members of the virtual worlds industry
7. To participate in the determination of the collective interests of the industry
8. To further the common interests of the industry
9. To provide leadership for the betterment of the industry
10. To recognize accomplishment within the virtual worlds industry

I had a long discussion about the history of various virtual worlds with Timeless Prototype. He joined and I hope will be committed as any group needs DNA from elder thought shapers. We had some discussion about direction and what compelled me to get involved on a deeper level was the agnostic focus and the need, as Time called it, for a “bridge component”- in short a second wave person of varied skillsets who had NOT been indoctrinated into the old system. I can see wisdom in this. I am second wave, and I do see things differently and I certainly have different ideas.

I am passionate about the future of these spaces, their preserveration and what they can do for humanity. I also realize they are very immature in their development. That is ok- this means we are ahead of the curve and a good thing too- they are not as easy as they look. Get started now.

To address the goals, or my personal thoughts on them.

1. There are many forums. Each has its distinct flavor and place. However, I rarely find people who want to interact using their surname. I would like to see that in a professional forum- accountability.

2. To assist in the development of industry procedures and standards. This is sorely needed. In every aspect from media standards to privacy disclosures and well- to about everything. This is a big deal, and I don’t think it is an easy task. People must be sure they don’t give up their rights and rants and raves are not going to protect them.

3. To promote the virtual worlds industry, its interest and developments. Evangelism. Pure and simple, an emerging industry needs wins and good examples to point out. In business this means measureable ROI or a sound promise of ROI down the road. ROI doesn’t always mean immediate dollars. These worlds are here to stay, I believe that and it requires unlearning some things and learning new ones- the time to get started in earnest is now. Nor does this all fall on Second Life’s shoulders. There are many promising candidates that are up and coming.

4. To educate on the benefits of virtual worlds to enhance work and play. In my opinion this is where lines have really gotten crossed. We have went horribly wrong when our work is no longer enjoyable, when people must work extreme hours in miserable environments to survive or for commendation. We have went astray as humans if we have kicked play out of our work.

Play is that creative spark that causes breakthroughs in our work. I recall doing research on unicode and domain name redirection and wondering if unicode could be injected into twitter. To be honest I was looking for an offensive sign to express disgust in a compressed fashion. I ended up with a pack of playing cards and concept of betting via twitter which Ev, the CEO, seemed to like. I did too. Look at the hand I drew. This was work, but it evolved into play that, if I can get Bleys motivated to finish it up, could provide a means to completely subvert the micro-blogging channel for a completely different purpose- relaxation and entertainment. Healthy work can be play, and play is healthy work.

5. To offer business and social networking opportunities. Oddly enough I find myself often socializing with my closest friends via skype paired with the Second Life client. The same bonding took place for affiliatesummit.com or RSA where I have worked virtually in e-commerce, and security for ten years. Networking opportunities, especially face to face, are important steps in a relationship. Virtual worlds do seem to accelerate these relationships, but they are often cemented face to face. This is how I knew Dave was in earnest from the day he told me liked the concept of “flying” to when I met him in Chicago. Virtual world users know it is a powerful tool, but not a complete replacement.

6. To connect the public and consumers with members of the virtual worlds industry. This is a good thing, because the media likes to beat the drum of the fringe and the negative. The fringe was always there. It was in USENET, it was and still is in IRC and it will be in virtual worlds. That does not devalue the medium.

7. To participate in the determination of the collective interests of the industry. Right now that is a priority, alot is needed and hopefully this won’t get mired down in muck. However, again let’s use Linden Labs (I stress Labs and not Second Life- they are a lab.)- they simply cannot solve all the problems. A concerted effort, and probably compromise will be needed, on behalf of users. The status quo has not pushed it ahead quickly enough. It is our world and our imagination- people must dispense of the idea that Lindens are gods, and that they are people like us and systematically work towards change. It will take time, in the last two industry births I witnessed and took part this meant years. I see the same pattern. People are people. Mistakes are made. We move on, we only fail if we do not learn from them.

8. To further the common interests of the industry. At this point I think recognizing and proving it is really viable, and it needs some turns and twists to get back to that direction. Campers to gather traffic is a poor tactical push. Land you “buy” is a rather shaky concept. Viability means people staying. People staying means there is community. Communities are viable. Big brands who want lift need only sponsor wholesome things and learn by interacting through the builds. That is step one. This is not a fast fused turn around. Go buy CPC and hope a botnet doesn’t tear you apart.

9. To provide leadership for the betterment of the industry. Here one has to be careful that leadership does not become agenda laden. Personally I like the idea of leaders with stewardship. It should should have a diverse mix of age and discipline expertise.

10. To recognize accomplishment within the virtual worlds industry. This is needed too. For example, Second Life is really a “closed community” and if you are not in the circle- it is dizzying. Everyone is eager to point out faults, but let’s look at the strides. Everyday I look back at the evolution of the PC and think “wow- I can’t believe I can do this now”. It annoys me that I am trying to run viability tests in a medium that breaks down frequently, but I know that risk going in. Those who accomplish something realize this and either move on to safer ground or stay at high risk.

I’ll leave you with what Dave posted:

Yes, Wayne, I do love to fly. No question about it. Since our first meeting, though, I’ve dug a bit deeper.

Seems that virtual worlds do a very good job at simulating real life experiences. So, flying inside of a virtual world feels like flying. Meeting up with some avatars in a virtual world feels like a real life, in-person interaction. Recently, I was spending time with an avatar while we watched a third putting up a structure in front of us. Despite the fact that my friend was in Edmonton, I was in Colorado, and the builder was physically at her desk in China, it felt only slightly different than standing with a friend peeking into a construction site. Amazing.

I understand that this feeling of being together is called “presence” or “co-presence” and to my knowledge, other more traditional communications media don’t capture this effect nearly as well as virtual worlds do. As someone who’s worked in long distance situations for years, I believe strongly that the workplace could benefit significantly from this effect – which, by the way, is inexpensively achieved and “green.”

How long before we forego air travel and corporate real estate to work together in virtual worlds? Well, it’s happening to a minor extent today, but it’s bound to increase dramatically and soon. Consider Forrester Research’s recent report “Getting Real Work Done in Virtual Worlds,” which recommends experimentation with virtual worlds now, because they may be as important for work as the web is, in five years time. In any event, the Association is here, in part to get this message out to the public. Exciting stuff. Thanks.

I do find it exciting. I am ready to participate and see where ALL these virtual worlds might lead. Conflict I imagine, but that is the normal course of things. Change always brings conflicts, it is how they are resolved they test our mettle as people- or avatars.

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Popularity: 5% [?]

Bugs and Lindens

Posted in 3D Social Networks, Attention, Gaming, Second Life, Video Games, Web 2.0 by wayne.porter on February 15th, 2008
I’m looking for bugs. Insects, spiders, creepy crawlys, little flying things. I figured instead of shopping, though, that I’d open up a little competition for friends and then figured why shouldn’t everyone have a chance to earn some Lindens. The insects will be used on a sim that isn’t yet open. Creators will keep full rights to their work, all I ask is the right to use them on my sim, and promise not to resell.

Pick up a copy of the rules here:

Dusan- why not pay each bug or creature creator a US Dollar bounty, let them retain full rights, a credit on the work, and make the bugs actively purchasable on the SIM (or in a shop on sim)? This is one blend of commerce I am doing at the “Primula Rasa” experiment…let people purchase parts they like, to help sustain the sim, gauge interest, and also gather information on engagement and sustainability.

Several ways to vend really…

a) Multi-Prim Vendors

b) Single Prim Vendors

c) Standalone Product

d) Standalone with Sign

Standalone works great, especially if you have auto-return turned off. We have vendors for all the situations, even SLX integration, (and you can easily change from web or add sub affiliates), but we need to write scripting for stand alone products. I don’t know if it that “bugs your plans” but rather than contests where only one benefits- many get a stipend and the real contest is on performance- well their bug does in the micro-transaction races. Data is very useful…and this is definitely “interest” data.

BTW- just what size is an insect? I know we have a whole range of horrible things, insects, and what not… :) Very curious.

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Popularity: 4% [?]

Metaversum, Simutronics, Stratics Select Vivox

Posted in 3D Social Networks, Attention, Gaming, Recreation, Second Life, Video Games, VoIP Fanatics, Web 2.0 by wayne.porter on February 15th, 2008

Audio tool developer Vivox has announced that Metaversum, Simutronics and Stratics have all selected Vivox’s voice integration services for their respective technology, and the company has also added enhanced features.

German based Metaversum has integrated Vivox voice services into its Twinity virtual world, enabling users to speak to one another in 3D spatial audio in groups or on private channels. They bill Twinity as:

Twinity mashes up the real with the virtual world. In Twinity you can create your virtual self, meet real people and make new friends. Create your own apartment or build your dream home anywhere in the world. Drop in on your friends and go out and have fun!

Metaversum also has yumondo in private beta testing.

Yumondo is an online platform where you can discover your city’s best-kept secrets, organize your free time, and exchange ideas with other urban trendsetters all over the world. We call it urban stylesharing.

Catchy- urban stylesharing.

Simutronics will now offer the Vivox Precision Studio SDK (Software Development Kit0 as an embedded technology option within its HeroEngine MMO development platform now Vivox’s voice solutions are open to developers in in MMO development. A small player promising deep immersion and live game masters they offer DragonRealms, Gemstone IV, Hero’s Journey, Modus Operandi, Allianceof heroes and Cyberstrike 2. I like the live game mastering element, who wouldn’t want to be a paid DM…hell I did it for free for over twenty-five years, but they dangle the carror that writers may get paid as the game goes live and progresses.

Stratics, an MMO portal, will provide Vivox services to its reported 500,000 subscribers, including voice, buddy lists, and presence indicators.

MMO, MMO,…get ready to hear it a lot over the next year.

Vivox is no boot strapper either nabbing almost 8 million in Series B funding.

From the November release…Benchmark Capital Leads Round, Joins Vivox Board of Directors

Vivox, the leading provider of integrated voice services for online games and virtual worlds, today announced that it has secured $7.8 million in a second round of equity financing. Benchmark Capital led the round. Strong support was also received from the Company’s existing investors, Canaan Partners and GrandBanks Capital.

“The proliferation of virtual worlds and online games has created a tremendous opportunity for the Vivox communications platform,” said Mitch Lasky, general partner of Benchmark Capital and newly appointed Vivox board member. “Voice is a transformative feature in games, creating an entirely new level of engagement and social connection among players. Vivox is uniquely positioned to deliver scalable, carrier-grade voice services through its industry-leading technologies and expertise.”

“We are incredibly excited to have Benchmark Capital and Mitch Lasky involved with Vivox,” said Rob Seaver, founder and CEO of Vivox. “Benchmark’s clear visions and track record in the sector, and Mitch’s successful background in senior roles with Disney, Activision, JAMDAT and Electronic Arts are tremendous assets to Vivox.”

“Vivox’s technology and operational expertise have established them as a unique service in the market,” said Ryan Moore, general partner and member of the Vivox Board from GrandBanks Capital. “We see first-hand the positive impact Vivox has on online games and virtual worlds with operational excellence and innovative functionality and have no doubt they will continue to play a major role in shaping online communities.”

Proceeds from the round will fund product development, sales support and marketing as the Company extends its technology and market lead. Vivox offers the only integrated platform and managed service available today to enable online games and virtual worlds to connect their communities with cutting edge features and functionality on a massive scale.

“We continue to invest in digital media companies that are changing the way people work and live,” said Warren Lee, Vivox board member and principal at Canaan Partners. “We’re thrilled to invest again in Vivox and believe the company is poised for tremendous growth in the rapidly expanding gaming and virtual world market.”

Vivox customers and partners include online game and virtual world leaders 1GPN, Inc., Alpha Innovation, BigWorld Technology, CCP Games, The Electric Sheep Company, FWD International, IBM, Icarus Studios, Illusion Factory, K2 Network, LanguageLab.com, Linden Lab, Monumental Games, Pixel Mine and Wizards of the Coast.

1GPN 3D social networking Alpha Innovation attention BigWorld Technology CCP Games FWD International Gaming IBM Icarus Studios Illusion Factory Inc. K2 Network LanguageLab.com Linden Lab Metaversum MMO Monumental Games Pixel Mine and Wizards of the Coast Recreation Second Life Simutronics Stratics The Electric Sheep Company Video Games VoIP Fanatics web2.0

Popularity: 3% [?]

Bots, Agents, Zombies and Virtual Worlds

Posted in Attention, E-Commerce, Second Life, Security, Video Games by wayne.porter on February 13th, 2008

Bots and Second Life

This should give everyone alarm and reason to pause to think for a bit.

“When calculating the online now number,” Jim told me, “we do not filter out users/bots who are logged in through thin clients like libsecondlife, but we know through closely monitoring the user data, that they represent a very small percentage of the overall number.”

“By design,” studio director Jeff Linden added, “the exact version of the viewer is not integral to the login process, just as different web browsers should still allow you to login to your bank’s online site. Viewers do voluntarily self-identify (like browsers do), but this is not authoritative, so we can’t be 100% sure which versions are connecting. Because of this, it’s difficult to provide an estimate of what percentage of the ‘online now’ number may be bots logged in… That said, anecdotally, we’ve noted that connections made with clients that self-ID as libsecondlife are generally very brief, and very few of these clients are logged in at any given time.”

Interstingly enough linden Labs posted, per Zee Linden, some new data.

Concurrency. Peak concurrent users, shown in the red line on the chart below, grew 12.5% in the fourth quarter to more then 58,000 - up more than 210% for the full year. We’ve seen a growth in concurrency almost every week since the beginning of September. Growth continued last weekend when concurrency grew another 5.3% to 61,500.

Data is Data

The problem with this data is, and I commend Linden Labs for releasing it, that it really doesn’t tell me what I need to know. Actually in December I need metrics from post Novemeber to end of December if I am to make meaningful comparisons to virtual and web-based shopping behaviors.

Zombies Walking Around in Sims

Timeless Prototype notes the SL Polymorphism Proxy with Imaginary Friends for SL. The developers plan on including support for animating the proxy, saving the local users appearance preferences, tweaking controls, etc. From Timeless’ site…

In the true sense of the original meaning of hacking (not malicious), Thoys Pan has achieved over 100 avatars in a simulator. But there’s something ghostly about it all. Concept by Fw0rd Utorid. Thoys very kindly demonstrated to the technology to me, see screenshot attached to this post (credit to Thoys). The code is now open sourced, and the project is here

(http://www.secondlife.com). The product enhances the user experience by providing user control over avatar appearances, and further by allowing the placement of avatars anywhere in the virtual environment. Both of these events occur only to the user running the software.

and here you go: Scene from the living dead or that Shaun movie thing.

Metrics & Web

Jeff took the topic to a broader perspective, noting that this is a problem with measuring general Internet usage. “It seems the bigger question is: how do we know that Second Life isn’t filled with bots and devoid of real human activity?” As he puts it. “Turns out this is a statistic problem that’s well solved by the web world– we can determine this in much the same way that a website would determine that visitors are real users rather than automated webcrawlers.

I would not go so far as to say it is a “statistic problem” nor well solved- I would have to say it is quite the inverse- ask the IAB. Especially if you want to get down to the nitty gritty and get people to understand the difference between say- crawlers, bots, botnets, agents, virtual botnets and some of the really damaging things some of these things can do. Of course not all agents are bad- it is all in the eyes of the beholder. For example is Cyveillance’s agents good or bad? It all depends on the relationship, need, and value delivered.

The Obvious Lesson

I have tried to make this post as short and concise as possible. Second Life leads us to consider the death of old metrics and more meaningful new metrics- good- it needs to go there. I am less concerned about “traffic” and more concerned about “engagement”. Thanks to Sam for pointing out my annual rants about “clicks”. Not that bots cannot be engaging…but concurrent logins simply does not cut it as a meaningful stand-alone metric. Plenty of conclusions can be drawn, but without looking at the type of agent logging in, its activity and posting this data- one really cannot draw a meaningful “anything”.

Much more could be said, but I am trying to keep it brief…

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Popularity: 3% [?]

Zero Mass Tortured Prims Security and Spies in Second Life

Posted in 3D Social Networks, Second Life, Security, Video Games by wayne.porter on February 8th, 2008

I find this almost laughable that it took them this long to consider that virtual worlds held risks… let me respond to a few without revealing too much e.g. object entry and sit.

U.S. intelligence officials are cautioning that popular Internet services that enable computer users to adopt cartoon-like personas in three-dimensional online spaces also are creating security vulnerabilities by opening novel ways for terrorists and criminals to move money, organize and conduct corporate espionage.

Over the last few years, “virtual worlds” such as Second Life and other role-playing games have become home to millions of computer-generated personas known as avatars. By directing their avatars, people can take on alternate personalities, socialize, explore and earn and spend money across uncharted online landscapes.

Security researchers have known this for a long time. It was clear to me that it was easier to jack a WoW account, chop shop and move it for far more than a card deal…and trying explaining the theft of your 60 level mage to the cops. “Barney Fife saves the day and takes down another WoW accounts jacker….please return to saving your sector”

The virtual world is the next great frontier and in some respects is still very much a Wild West environment,” a recent paper by the government’s new Intelligence Advanced Research Projects Activity said.

“Unfortunately, what started out as a benign environment where people would congregate to share information or explore fantasy worlds is now offering the opportunity for religious/political extremists to recruit, rehearse, transfer money, and ultimately engage in information warfare or worse with impunity.”

Any medium that gathers mass is going to gather bad apples. In 2003 I explained how they could subvert CPA deals, through rogue networks and generate self-sustaining cells that could launch blended attacks through this funding- trivial. In 2003 accountability just wasn’t that high on the list- it will be now.

Virtual worlds could also become an actual battlefield. The intelligence community has begun contemplating how to use Second Life and other such communities as platforms for cyber weapons that could be used against terrorists or enemies, intelligence officials said. One analyst suggested beginning tests with so-called teams of cyber warfare experts.

The IARPA paper concurred: “What additional things are possible in the virtual world that cannot be done in the real world? The [intelligence community] needs to ‘red team’ some possible scenarios of use.”

Virtual worlds are battlefields- what additional things are possible that cannot be done in the real world? Everything.

compliance

Quick conclude. Publicly traded companies need to ensure communications, now matter how ephemeral are logged. SOX, HIPPA, and e-discovery ensure that is so- this includes IM. Even so it is not hard to jack into a world and run parallel with something like Skype that uses AES encryption and exhibits port agility to evade. I am not sure about SL’s native voip, but again if they wish to offer compliance as a publicly traded company in the US, they MUST log all of this traffic.

Spyware

Spyware abounds in second life and i will bet other worlds. Commonly the use of zero mass tortured-prims, some use alpha textures, or are darted into an Avatar or sprinkled on an area where having zero-mass helps them hide. Best extraction I performed was multiple zero-mass tortured prims using sand as a texture and buried into the beach- each tested positive as scripted- kind of obvious- make your spyware big and. This was a smooth move, but when confronted he was hard pressed to say much. Women are commonly targeted, i frequently get requests for help and based on my experience, it goes on in shops, anywhere.

These can record ambient chat conversation (channel 0) or open chat. Nor does moving up channels help. Brute force channel scanners can help you find commands, executions or conversations. Silent Life sounds quiet, but listen to the right channels and it is quite noisy. Bleys and I built an encrypted HUD (keyboard) as proof of concept. It works great, although requiring mouse input (evades keyboard loggers) it is too slow yet, but was fun in meetings sending messages encrypted and watch scanner rats go WTF? i had another application that would send in all kinds of crazy reports that brute scanner guys must have been puzzled by as I would flood channels in the low range with messages that were worrisome.

Communication is going to happen, it will route around the damage, the best offense is awareness…the list goes on, but Virtual Worlds need more time to mature.

A good start, beyond accountability, would be to allow people to sandbox scripts to see what all they really do- code hygiene…I know it is a script, but what does it do or send?

Coming soon- social engineering in virtual worlds. Far too easy…people need more training…after that prepare for an epic battle…

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Popularity: 3% [?]

Saleh’s Loan - Primula Rasa Rumors

An update on the microloan to Saleh Lie. if you recall the story I blogged here a few times the last few months.

Saleh Lie is forty-years old and married with one child. She sells clothes and with her previous loans she diversified her business so that she now sells onions, sauce pans, tomato paste, etc. Saleh also opened a small shop in Kabala’s market and employed her nephew to run it. She is planning to expand her business and build a small family house. Saleh said she would like to save some income to build a small house for her grandchildren.

The business you have loaned to, run by Saleh Lie, has made a repaymentof $28.00. The total amount repaid is now $140.00. This repayment will be divided amongst all the lenders who helped to fund this business, depending upon the percentage each lender contributed.

Find out more about Kiva, micro-loans, and how you can get involved by reading on Saleh’s story.

Kiva & Second Life

Educator Fleep Tuque also noted Kiva is making a foray into Second Life, a move I think makes perfect sense, and I noted AM Radio’s charity concert featuring a very talented ColeMarie Soleil and his work on grain sales (AM Radio may share some numbers with me in the future.). In addition Beth Kanter has quite a nice interview on how non-profits can leverage Second Life. (Makes note that someday i need to annote the “collisions” that had to happen to bring me to that concert to hear ColeMarie Soleil and how I later met AM Radio at a charitable build I was involved with.)

Scale of System, Scale of Process

However, and I plan to write on this if my ailing back cooperates (I was trying cartoon stunts in my car again-I have feline blood perhaps..shakes head- I live.) Linden Labs really needs to step up to the plate to make it easier to do. This is based on examining a couple of million worth of Linden micro-transactions that have nothing to do with rentals. As an online Jedi once told me- scale is everything.

Old Ideas - New Terrain

I have my own ideas, based on real-world affiliate marketing mechanisms that people have been writing about for about a decade at Revenews, on how this can be done in a manner that rewards content creators with not only good will, but self sustaining commerce and a better time had by all. Linden Lab cannot do it all, and I appreciate the huge task, but they most enable sustainable creation.

On that note I will add that it isn’t just about charities, but about many newly minted entrepreneurs, many amateur, who support their families or supplement their income on virtual work! This will sound very familiar to those with long time roots in the performance marketing industry now moving into next gen marketing.

For example, a colleague and friend Tim Storm who I met in the late 90’s, always at 2 am on a cruise ship for years it seems. Tim was a one-man shop, like myself, and now runs an ethical and vibrant community providing dozens of jobs and serious dollars. The conferences have morphed over the years and now Affiliate Summit is a gathering of well over a thousand twice a year. Metaverse developers and creators- think “partnership” or I can point you to a historical blueprint that will show how 96% of you, me, and who knows- will probably fare.

Monolith 8 to Primula Rasa

Speaking of which some have asked about Monlith 8 (my own operation that continues) and now Primula Rasa, a project design lead by the talented, and prototypical developer in his own right, Timeless Prototype. An individual I really regreted not getting to meet in Chicago. The questions are in particular around my role n the build (e.g. the big space ship?). Right now I am sustaining it- let’s see how that goes.

As for the build let us leave it at this- a study of artificial life, micro-transactions, genetics, evolving story lines and system dynamics. This is stage one and hardly out of development…but feel free to drop in and explore. Rhetorically I ask perhaps we need less emphasis on the virtual campus and using the technology to create useful or thought provoking simulations? At any rate this is the result over a long series of conversations on metaverse history (thanks to Prokofky Neva for ranting enough that I got some clues from the Sim’s Exodus) with a number of some of the top thinkers in the Second Life metaverse…(so glad you all found Monolith 8).

Pictures & An Out Take or Two

For the amusement of some a few out-take photos during the build process- note leaping was not programmed into the organisms behavior and you will find the current ones are far more colorful than the original grey- evolution?. As an aside, this one has nothing to do with Primula Rasa, but I find it quite amusing. :D And it hurts to laugh right now. Another great photo by krystine qinan. The only “ghost fish” and a gorgeous shot of the actual ghost fish cave.

You can find it covered here at the Grid Live (on the fish) and an overview here- even a beta photo using Wind Light. Ian also has a great write-up at Eightbar with lots of stunning photos.

The things that initially attracted my attention were the fish that Timeless has created. Not only are they fantasticaly articulated and organic in their swimming motion but whilst we were talking the fish took an interest in us and congregated around the jetty we were on. Timeless days he has seen all sorts of unprogrammed but interesting behaviour as the fish take an interest in their surroundings and each other. He got me to hover in the water and a fish decided to lift me up and ‘rescue me’ clearly not scared of the predator AV :-)

Having spent a little time watching things grow and happen it is intriguing how much more involved you can feel as the environment changes around you. The fascination of both the simple patterns of nature with the uniqueness of each part of the landscape as things grow and then die to respawn elsewhere is really good.

I know that under the covers there are some intersting pieces of code, but like all good alife it seems simple, the rules are simple, yet it causes (just like simple flocking) a very complex looking and attractive feel

Delphic Region Primula Rasa

In the old pictures the description reads like this:

Primula Rasa: An Interactive and Immersive Experience

Do you enjoy new realms? Do you like to curate or study organisms? Let your imagination free at Primula Rasa- the Primitive Slate….Still Under Wraps…for now…

Now reads:

Primula Rasa

Two forces converge from hyperspace to unlock the secrets of beings thought long gone from the Delphic System. Studying the land of Ever-Motion holds surprises both sinister and beautiful . Primula Rasa- the Primitive Slate…Stage I

There is a notecard updater system provided by Jiminy Roo. If you want the occasional update as the build will change as the story line progresses. We are also entertaining sponsorships, but that is down the line. Right now feedback is great- feel free to drop me a notecard with any thoughts…I simply can’t answer every IM, but will read every single one.

Virtual Rumors

I also plan to put some rumors to rest shortly, like the acquisition of the islands Delphic, Tacitus, Phaedrus and Daedalus, or a alleged buyout of a famous avatars digital creations- ColeMarie Soleil perhaps? and the odd or end-am I the same Wayne Porter in Playboy advisor this month (obviously yes considering some of the e-mail)? Or perhaps my avatar (we are NOT the same- I cannot reign him in) actually told the SL citizen police and fire marshall that Prok was his mother or some strange tale and that is why he needed locked up while trying to simulate a miniature riot (it was a joke). Let’s put that one to rest- of course he did and was informed of his retardation via Twitter (not to mention her own). Never take things or self too seriously.

Of course the academic question might be- were events on Twitter causing the large crowd to grow inside the metaverse during the “simulated arrest’ acting as an outside catalyst or is this just a case of Nassim Nicholas Talebitis? (Fooled by Randomness: The Hidden Role of Chance in the Markets and Life)

“My major hobby is teasing people who take themselves & the quality of their knowledge too seriously & those who don’t have the guts to sometimes say: I don’t know….” (You may not be able to change the world but can at least get some entertainment & make a living out of the epistemic arrogance of the human race).

Well Mr. Clark of GMD… I really don’t know!

3D social networking affiliate marketing AM Radio attention avatar photos ColeMarie Soleil corwin chevalier Fleep Tuque jimini roo Kiva micro lending micro transactions microlending microloans Net Lifestyle primula rasa Second Life second life Timeless Prototype twitter Video Games virtual economics web2.0

Popularity: 5% [?]

Solipsis Open Source & Free P2P 3D World(s)

Posted in 3D Social Networks, Attention, Gaming, Open Source, P2P, Second Life, Video Games, Web 2.0 by wayne.porter on January 25th, 2008

Solipsis P2P 3D

Solipsis is a free and open source system for a massively multi-participant shared virtual world. It was designed by Joaquin Keller and Gwendal Simon at France Telecom Research and Development Labs. Its goal is to provide the infrastructure for a “Metaverse-like” public virtual territory. Once again taking scalability into account it relies on a (P2P) peer-to-peer architecture sothat the virtual space has the potential to be populated by an “unlimited” number of participants.

Solipsis is Funded By:

ANR - French National Agency for Research
The French National Agency for Research (ANR) is a public administrative institution. It was created on January 1st 2007 as a funding agency for research projects. It aims at increasing the number of research projects coming from the whole scientific community. The projects are assessed by peers and go through a selection process based on their competitiveness; the selected ones are then funded. ANR addresses both public research institutions and companies with two main goals: generating new knowledge and promoting interactions between public and corporate labs by developping partnerships.

I&R - Media and Networks
A “cluster of clusters”, “Media and Networks” brings together actors from higher education and academic research institutions, SMI/SMEs and large companies mainly from Bretagne and Pays de la Loire regions, who are leaders in the media and networks fields. Encompassing the three markets of audiovisual, telecommunications, and information technologies, the Media and Networks cluster helps its members develop tomorrow’s world-competitive innovative technologies.

Open Source Make-up

The Solipsis project includes the use of a number of open source projects that it supports, or that makes up its DNA. Currently the list of supporting tech include:

OGRE (Object-Oriented Graphics Rendering Engine) -OGRE is a scene-oriented, flexible 3D engine written in C++.

Navi - Navi is a new library for Ogre3D developers. In this implementation think of making a GUI with HTML. Pretty simple.

Lua - Lua is a powerful, fast, light-weight, embeddable scripting language. It combines simple procedural syntax with powerful data description constructs based on associative arrays and extensible semantics.

Breplibrary - An implementation of a topological data structure similar to the WINGED EDGE data structure, representing the boundary of a polyhedral solid.

ODE (Open Dynamics Engine) - ODE is an open source, high performance library for simulating rigid body dynamics e.g. vehicles. It is a mature and platform independent that utilizes a C/C++ API.

TPG Tokamak Physics Engine - The TPG SDK is a high performance real-time physics library designed especially for gaming interaction.

XmlRpc++ - A C++ implementation of the XML-RPC protocol based on py-xmlrpc. The XmlRpc protocol was designed to make remote procedure calls simple: it encodes data in a simple XML format and uses ubiquitious HTTP for communication.

TinyXml - Very simple, and light weight C++ XML parser designed for easy integration. It reads XML and creates C++ objects representing the XML document. The objects can be manipulated, changed, and saved again as XML.

Note: So I don’t get too acronym happy–

XML (Extensible Markup Language) is a standard for creating markup languages which describe the structure of data.

HTTP (HyperText Transfer Protocol) isthe protocol used to transfer web pages written in HTML. The protocol is used to follow links from one web page to another.

SDK (Software Development Kit) A set of programming instructions, points of access and guidelines for plugin developers.

HTML (HyperText Markup Language) A markup language designed for the creation of web pages with hypertext and other information to be displayed in a web page. Not an actual programming language.

GUI (Graphical User Interface) The use of pictures rather than just words to represent the input and output of a program. Hails from the days of mice, windows, and icons invented at Xerox PARC (not by Apple or Microsoft- they looted it.) in the 1970’s. DOS, if you are old enough to recall it, used a CLI (command line interface)

From Wikipedia on Solipsis

Strolling through a magnificent virtual world can now be casually experienced in massively multi-player games. It somehow corroborates the concept of a massively shared public virtual world depicted by Neal Stephenson in his science fiction novel Snow Crash. In these worlds, users’ interactions are not only allowed but empowered, so, in some ways, they outperform the current Web and appear as a possible evolution of our networking experience. However, some issues still need to be addressed.

In a virtual world, every object — avatar of a player or a virtual object — should be aware of all objects within its virtual surroundings. Yet, objects are dynamic: their virtual position can change. Therefore the system should ensure that an entity is aware of all events occurring nearby. The simplest way t