High Fidelity Wants People To Interact In An Emotionally Normal Way

Whilst I was on holiday an excellent article on High Fidelity appeared in MIT Technology Review : The Quest to Put More Reality in Virtual Reality. Ok first of all let’s get a couple of questionable parts of the article out of the way. Tom Simonite seems to talk of Second Life in the past sense, which will rub many a Second Life user up the wrong way as Second Life is still going pretty strong, despite reports to the contrary. Then there’s this claim :

Some of what his company is creating is much the same as Second Life. You download some software and then enter a virtual space where you can steer your avatar around and build stuff. This time, though, building is much easier, the lag mostly eliminated, and the graphics more impressive.

Anyone who has had a peek at High Fidelity will know that the building is not much easier and nor are the graphics more impressive at this stage in the development of the platform. High Fidelity is making some bloody impressive strides right now but it’s still very much an Alpha product.

Then there’s the stock photograph of Philip Rosedale that is used, we need a new modern Philip photo, I’ve seen that one umpteen times! However the above aside, it’s an excellent article that captures so very well the fantastic enthusiasm Philip Rosedale has for virtual worlds. Admittedly I’m an unashamed Philip Rosedale fanboi, despite not always agreeing with him, but the man has a long held dream and it’s one that captivates me. Whereas some may think of Philip Rosedale; “Dreamer, you’re nothing but a dreamer, well can you put your hands in your head, oh no!” the answer to that is that with the right peripherals, in High Fidelity you can put your virtual hands in your virtual head, oh yes!

The article explains how High Fidelity is taking a very different approach from Second Life in some areas and this is where I believe that High Fidelity is most definitely on the right track :

High Fidelity’s business model is less developed. Most of its software and platform will be open source, so anyone can use it or set up a virtual world using its technology. High Fidelity plans to make money by charging people to include their worlds in a kind of directory for the metaverse, similar to the domain name system for the Web.

I’ve said this before, more than once, but where I feel Second Life failed to adopt mass appeal is because it’s Second Life. Mass appeal may well come for a Linden Lab product running Linden Lab created technology, but I’m not convinced that mass appeal will come for any virtual world being a one stop shop. In terms of Second Life I’ve said that it needed to reach the stage where people weren’t thinking they were visiting Second Life, they were thinking of playing an elf on a platform running Second Life technology, or going to a concert, running Second Life technology. The technology being a discussion area for techie types and the experience itself being something people enjoy for the experience itself.

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Drax Files Radio Hour Episode 39 – Argyle Alligator

Episode 39 of The Drax Files Radio Hour is another packed affair with the star attraction being Argyle Alligator. However as usual there’s much more than that and they touch upon Facebook’s real name policy with Jo Yardley and Drax both seeming far from impressed about Facebook’s policy. However I really can’t see room for Second Life’s profile feed to fill much of a gap here. Jo does however make good points about the features of social networking sites to promote events which brings me back to an old point of mine, web pages for groups.

This is something that could be added to the Second Life profile feed and the advantage of a web based group page advertising events is that it means you don’t have to send landmarks, notecards, textures, etc. All you would need to do is send a link to the event on the group web page.

Moving on, they give a shoutout to the 250th edition of Designing Worlds which was broadcast on October 6th and has already been covered in her usual magnificent manner by Inara Pey.

However the main feature is an interview with in game reporter Argyle Alligator who talks about his interviews, which are at times amusing. Argyle Alligator isn’t only an in game reporter for Second Life, he also interviews people in Garry’s Mod and Rust but this interview is largely about his Second Life experiences.

Argyle also shares the new user experience of Second Life and highlights some issues he found, how he had to work out the teleport system for himself, how he had difficulties finding locations that supported voice. This is important for Argyle’s work as he conducts his interviews with voice.

Argyle also offers up some good suggestions about starter zones including having verified residents of Second Life easily identifiable to help new participants. Drax also asks him about the UI. Drax has commented often that the Second Life UI isn’t complicated. I disagree, not because I find it difficult myself but because when so many people keep raising this point then it does suggest there’s an issue. I’m ok with the Blender UI too but I’ve seem many complaints about that as well. There is an issue, but it’s difficult to put your finger on exactly what it is but Argyle Alligator offers some insight on this.

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Drax Files Radio Hour Episode 37 – Virtual Therapy

Episode 37 Of The Drax Files Radio Hour has a main feature this week regarding virtual therapy with an interview with Dr Tammy Fletcher. There’s also discussion of some hot topics such as Innsmouth,

However the episode opens with an excellent interview with Jeska Dzwigalski (AKA Jeska Linden), regarding the late Joe Miller with whom Jeska was a work colleague. Jeska talks of the introduction of voice in Second Life as well as talking about how passionate Joe was about Second Life. This is an excellent perspective of the contribution Joe made to Second Life and is well worth listening to. Jeska left Linden Lab quite a while ago now but she’s still a well known and liked name. She also runs a pretty cool site : Geeks With Drinks. Jeska earns extra kudos for knowing the difference between Whisky and Whiskey.

The episode also touch upon a subject close to my heart, Facebook’s absurd real names policy. This time they are mainly talking about drag Queens petitioning Facebook to change their real name policy and allow people to use stage names. Facebook’s real name policy is simply absurd, a name people known as is a far better policy. I’m tired of trying to encourage Linden Lab to embrace Google + now that they allow people to use any name they want to. Facebook has reach, Google + currently has far better ethics in this area.

They talk about many more issues including the High Fidelity Alpha users and a revelation that Draxtor Despres may well be entering High Fidelity for a special broadcast, with a special Draxtor Despres avatar. I hope they realise the perils Of Draxtor’s long hair! This may be more challenging than Rock, Paper, Scissors which they have been having fun with over at High Fidelity.

However the main feature is a fascinating interview with Dr Tammy Fletcher. Dr Fletcher talks about therapy within Second Life. This is a fascinating interview because a lot of people will think that any sort of therapy within Second Life will be artificial, ran by charlatans and not worthwhile.

Yet Dr Fletcher explains not only how therapy in Second Life can be useful and valid, she also explains why Second Life can highlight issues that are specific to spending too much time in Second Life, or using alts, or associated drama and how these are real and not virtual issues.

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High Fidelity Alpha Users Talk Of Their Projects

The word on the street is that some of the High Fidelity team will be heading to Hollywood in a few days for the Oculus Connect event. I would imagine that some of the Linden Lab team may be heading there too. However before that happens, the High Fidelity blog has been been having A Look at Alpha Projects in Hifi. The picture in the blog post is particularly impressive, especially when enlarged.

Dan Hope, who I believe is a new member of the High Fidelity team, highlights the work of three Alpha testers, Judas, AI Austin and Ctrlaltdavid. This is virtual space, so people have virtual space names.

Judas has been working on models created in Blender. High Fidelity currently supports the FBX format, rather than the Dae format that Second Life supports. However as both have their roots in Blender, the basic workflows are going to be somewhat similar. High Fidelity is in the Alpha stage and this is highlighted in the blog post as Judas explains how a recent update has allowed him to import avatars from High Fidelity into Blender without destroying the rig to animate them. However Judas also hits the mark about the nature of virtual worlds in terms of being social platforms. I’ve said many times that Second Life is where it’s at in terms of virtual worlds because Second Life has the people. Any new virtual world has to have that social aspect and Judas acknowledges this in a quote on the blog post :

High Fidelity is about people. A grin, a smile, a hand gesture, a wave — not some pre-recorded gesture — breathe personality into lifeless avatars. [We’re creating] an environment that normal people want to gather in, not because of polycount, latency, or server technology, but because their friends are there. Every game has amazing graphics; HiFi should have amazing people.

Meanwhile in another part of the vast virtual space that High Fidelity engulfs, AI Austin is building I-Rooms: A Virtual Space For Intellectual Collaboration. Again we have a social usage exemplified here as well as the all important collaboration angle that virtual worlds offer so very well. I-Rooms are defined as :

We have developed the I-Room virtual environment—the “I” stands variously for intelligent, information, in- teractive, integrated, and instrumented—a shared persistent space, founded on process methodologies and offering intelligent sys- tems support for interaction and collabo- ration between users, systems, and agents.

AI Austin is also testing the boundaries of what is possible with mesh models in High Fidelity. This includes a Supercar with 575,000 vertices and 200,000. I can see people in parts of the virtual world sphere frowning furiously at this right now. AI Austin also has an International space station mesh that was provided by NASA. As it stands, space is a concept that High Fidelity captures very well. There are a lot of stars in High Fidelity.

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High Fidelity Take Us Behind The Easy Scene

Back on August 14th High Fidelity’s band, AKA, that’s their name, published a video of the band performing a cover of the Commodores song “Easy”. The original video was accompanied by a promise that executive producer Ryan Karpf would provide a behind the scenes follow up post.

That behind the scenes post appeared this week : “Easy” Behind the Scenes. Inara Pey has eloquently covered this and Ryan’s hypnotic eyebrows already. However I’m going to cover it too, although I may pass on mentioning Ryan’s hypnotic eyebrows. That doesn’t count as mentioning them!

First of all, the production of this video involves a lot of peripherals. The actors used PrimeSense or Asus 3D cameras. PrimeSense were acquired by Apple just over twelve months ago. Faceshift software was used for the expression tracking.

Emily (0n vocals) and Ozan (on guitar) used PrioVR upper body suits.

Camera man Grayson was using, to quote Ryan, something like the Elgato capture unit. Audio editing was done in Logic and video editing done in Premiere. I’m assuming these are products from Apple and Adobe as those are the companies I know produce products with those names.

Ok so first of all, the average user is not going to have access to all of those peripherals and pieces of software. However we should bear in mind that this video and the follow up one are aimed at demonstrating the capabilities of High Fidelity. At this point you may be thinking that the future’s so bright I’ve gotta wear shades.

However that’s not all that was involved, far from it. Next came a Javascript script to utilise nine different camera positions. The beauty of the script was that it mapped to different keys on the keyboard, therefore camera 1 may well have been mapped to key 1, camera 2 to key 2 etc.

However they were far from good to go, whilst building the set they ran into a bug that High Fidelity’s Alpha users had reported. Basically having too many models in close proximity caused the server to crash. A technical explanation of the issue is provided by rad Hefta-Gaub. At this point I should warn you to beware of geeks bearing gifs. This is all in the video, well not the part about geeks bearing gifs.

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