High Fidelity – We Want To Make A Supersonic World Out Of You

The High Fidelity team seem to be having such a good time, having a ball and whereas they may not be quite travelling at the speed of light, the team are working at reducing the curse of latency, as they explain in their blog post : Measuring The Speed Of Sound.

We are obsessed with reducing latency, because we have observed aspects of 1:1 interaction which are broken by too much latency.

The issue that seems to be causing most concern is that of audio, rather than video. I’d really like to know what the mobile phone has ever done to Philip Rosedale. Did he have a hot tip on the horses that he received too late to place a bet on because of latency? There’s more to this than meets the eye, or in this case, ear.

However back to the technology. The High Fidelity team conducted a test, as they explain in their blog post :

We connect two high quality microphones directly to the two input channels of a digital oscilloscope, and we then use either a metronome or simply snapping our fingers or clapping to create a sharp audio signal that can be detected by both microphones. By positioning one microphone at the input of an audio system and the other at the output, we can then easily and reliably use the scope to capture the delay over multiple samples down to millisecond resolution.

The results of the test were interesting, Skype winning the day over mobile phones. However with regards to mobile phones themselves, it seems Verizon are quite a bit more efficient than AT&T or T-Mobile if you’re making your call in the San Francisco area. Verizon’s measured 280msecs for 1-way latency, compared to 400-450msecs for AT&T and T-Mobile.

Skype blew them all away however, in terms of end to end latency, as the blog post explains :

Skype, by comparison, generally outperforms the cell phones in terms of end-to-end latency:  we measured audio delays of from 100-200msecs for various combinations of audio and video calls, where the two endpoints were on the same WiFi network. So this means that with a packet delay of about 40 msecs (which is what we typically see when pinging Boston from San Francisco), a cross-country audio or even video call on Skype is going to come in with about 250msecs of delay and be a bit better than using a cell phone.

Pretty impressive results, but far from good enough for the ambitions of the High Fidelity team.

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High Fidelity’s AKA Get Easy Like Sunday Morning

The High Fidelity team have ramped up their blog discussion during August and there’s a lot of interesting and fun stuff to look at. There’s a post about the importance of the speed of sound, there’s a post about Javascript from Paloma .. Paloma being a 17 year old intern and not a place and then there’s a post about frogs who aren’t frogs sitting on lilypads and singing.

Now as this is Sunday and I need to shave and hit the pub to watch a bit of footie, I’ll focus on the frogs who aren’t frogs sitting on lilypads and singing. We’re promised a follow up post from executive producer Ryan Karpf to explain the concepts behind this post at a later date. However for now we’re left to see some members of the High Fidelity team at play.

Ryan, Chris Collins, Emily Donald and Ozan Serim all feature in this video as well as a guy with very large shoulders whom looks uncannily like the avatar form of former Linden Lab employee Andrew Meadows (AKA Employee Number 2 when he worked at The Lab). However as this avatar isn’t introduced I’m not 100% sure who it is.

The post introduces a name for the High Fidelity band, they are known as AKA, they are also known as AKA too.

The video in the post exemplifies High Fidelity in action as well as Chris Collins reminding me of a character from Monkey Island for some reason. However what we see here is facial expressions and once again the mouth movements are pretty damn impressive.

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Virtual Worlds Should Pay Heed To The Rise Of The Orcs

Earlier this year Mitch Wagner had an article published in Information Week about High Fidelity : Second Life Founder Pursues Second Chance. The article talked of how Second Life had not reached mainstream appeal and pondered whether High Fidelity can. Mitch wasn’t convinced because of the time investment, but he did acknowledge that Second Life got a lot right. However for the real reason Second Life hasn’t reached mass appeal we need to go to the comments on the article and consider the issue of Orcs :

Second Life would have fared better if it had appealed to MMORPG fans, the primary proven market for such activities. Philip Rosedale, you need orcs.

This comment misses the point of Second Life somewhat and yet in doing so, highlights one of the issues for Second Life and any other virtual world. People see Second Life as a singular place, it’s not, but the architecture of the platform can make it appear so, which brings us to another comment on Orcs :

I think the Orcs comment is spot on. It’s one thing to fix the technological elements, but Second Life never appealed to me because it was so open and amorphous. Part of the fun of an immersive experience is having an objective and a set of limitations to work within (or against). An open world where you can do anything sounds great, but then you run up against the limits of your own imagination.

This comment hits the nail firmly on the head. Second Life needs to deliver experiences as well as offering open creativity, people want something to do. This also goes back to the points Mitch made about time investment, people want to pop into a virtual world, experience something and logout. They don’t want to build, they want to be guided. The problem here isn’t Second Life itself, it’s the way people view Second Life as .. well, Second Life. I’ve said something along these lines before, but for Second Life to reach mainstream appeal it requires people to stop talking about Second Life. This may sound somewhat odd but my point is that Second Life should be viewed as the technology. The experiences the places people visit, the places people learn at, the places people role-play, they should be at the forefront of the major discussion, Second Life should be consigned to the geeky conversation about technology.

Now of course virtual worlds offer a sandbox experience and the concept is absolutely brilliant. Virtual worlds such as Second Life, Kitely, Inworldz, OpenSim etc. offer authors, creators, designers the opportunity to build their very own stage and bring their own visions to life. This really is a fantastic opportunity for people who want to get creative, to do so. However there are many many people who want to be guided through an experience, they want to teleport right in to the end product. Virtual worlds do indeed offer great potential but to some, a blank canvas is very difficult to grapple with.

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High Fidelity Looks To Get Beautiful In Bid To Not Let Words Bring Them Down

Quite a few big stories around, the biggest obviously being that Villa Park will be in Fifa 15. Then there’s the news that Blizzard have announced the release date of the release date of the next World Of Warcraft expansion, Warlords Of Draenor. There will be an event on August 14th to announce the release date of the expansion.

Then there’s High Fidelity who are explaining their animation techniques. Inara Pey and Hamlet Au have already blogged on this but I’m going to go there too. High Fidelity have not only hired their very own version of Oz in the form of former Pixar employee Ozan Serim, they’ve also teamed Ozan (on guitar) up with another employee, Mary Poppins Emily Donald (lead vocals), to make a bold bid to win this year’s virtual world idol and based on this performance, they have to be the bookies favourite to win!

Ok ok what am I talking about you may be wondering, I wonder this often too. The issue is trying to make avatars in High Fidelity look as impressive as the do in animated movies made by the likes of Pixar, without having an animator such as Ozan Serim, who used to work at Pixar. We’re only on Wednesday and this has seemed like a very long week already, but we’ll get there, in fact we’ll just get to Ozan’s words :

One of the things I am trying to do here at HF is make live avatars look really amazing – as close to what we see in animated films today. This is a big challenge – we have to do everything in a fraction of a second without the benefits of an animator (like me!) being able to ‘post-process’ the results of what is motion captured. So I’ve been working on the ‘rigging’: how a live 3D camera and a motion capture package like Faceshift is able to ‘puppeteer’ an avatar.

The challenge of course is that in a virtual world, you’re looking at this live, whereas we all know from the outtakes from films such as Toy Story, they have more time and opportunity to put it right. Now as an example we can see Emily sing.

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The Problem Of Governance In A Virtual World When There’s Only One Governor

On another question, its also unfortunate that in some countries in the EU that gambling is allowed, but because our servers are all in the US these residents cannot gamble. This is something we can fix and we’re working on it. In the meantime, unfortunately no gambling. – Zee Linden 1st August 2008.

The above quote from the then CFO of Linden Lab, Zee Linden (AKA John Zdanowski) was actually in relation to a discussion about Linden Lab annoying the life out of us Europeans by introducing VAT to our bills. Eventually a lot of us realised Linden Lab were the wrong target and I still find the law silly as it applies to Second Life. There are good reasons for collecting VAT for electronic services, but Second Life isn’t a good example. The problem is that the EU regulation simply isn’t flexible enough. However I’m not here to talk about VAT today, I’m here to talk about governance and in particular governance in a virtual world.

The VAT discussion was an example of laws applying to one set of Second Life users based on where they live. However this was only an issue for European residents, it didn’t apply to Americans. The gambling ban on the other hand applied to all Second Life residents, even those who lived in countries where online gambling wasn’t illegal. I should point out here that even in those countries, gambling in Second Life would have been questionable as it was unregulated. However even a licensed gambling outlet would not have been allowed in Second Life because Linden Lab are based in San Francisco.

Now if we go back a bit further in time to the Second Life Community Convention of  August 2007 we can find an old Reuters interview with Philip Rosedale. This interview is interesting because it gives an insight into where Second Life was back then and what they were hoping for. However the section I want to highlight is this exchange :

Reuters: Is there a problem where German laws are more restrictive than American laws on ageplay? And likewise, American laws may be more restrictive than European laws on gambling. Are we moving to the lowest common denominator?

Philip Rosedale: No.

The lowest common denominator is just not what you want to do. It’s not going to happen on the Internet, and it’s not going to happen here. We’re doing what we can as a platform to try to make that the case.

If you want to apply a local jurisdictional law to people, we’re going to make it so you apply that to people who are individual avatars trying to go to one place. That’s what we’re doing with age verification. We’re making that a feature that’s tied to land and people, not a feature that’s tied to the whole system. When we’re confronted with a legal or regulatory matter where we need for legal reasons to enable a certain type of restriction on behavior, we do that as locally as possible and not have a lowest common denominator.

Reuters: So there may be code in the future where your avatar is tied to your real-life nationality and then based on that nationality certain restrictions may or may not come into play?

Philip Rosedale: Right.

If the local restrictions that countries for example are making on avatars, if those restrictions are well-published and transparent and in the public light, I think we’re going to get to a good overall set of choices. Countries will make the right choices about how they want to restrict people’s use in Second Life if they can see what other countries are doing rather than us being the sole decider of what’s right locally.

So we can see here that Linden Lab wanted to be able to restrict behaviour locally. However this is very challenging when Linden Lab are the only governor, more on that later but what fascinates me about this is that the new skill gaming policy is actually going to try and enforce this notion of restricting people’s access to areas and activities based on their local jurisdiction. This has been quite a long time coming.

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