Philip Rosedale At Gigaom Roadmap – Sci-Fi, Virtual Worlds And Beards

Philip Rosedale was interviewed by Signe Brewster at Gigaom Roadmap 2014 yesterday and Gigaom have posted the interview in an article entitled : The gap between virtual reality and sci-fi is shortening. Philip talks about virtual worlds, including Second Life and not surprisingly, High Fidelity.

The video is interesting because Philip talks about the past and future of virtual worlds as well as discussing how science fiction is a good influence for him. The interview runs for about half an hour and that includes a Q&A session.

There’s a really interesting part of this interview where Philip talks about body language. New devices allow virtual worlds to capture the body language of the person behind an avatar and reproduce that body language inside a virtual world. High Fidelity staff conducted an experiment where they were each interviewed in High Fidelity using the same avatar and then those videos were later played back to all of the staff without sound. The staff members quickly realised that they could recognise who was who based on the face gestures and body movements of each avatar.

When asked about what he has learnt from Second Life Philip talks about economies, virtual communities and how people will self organise. This may explain why High Fidelity is more of an open source venture than Second Life was. Philip has witnessed that people will self organise and presumably he also feels they are capable of self governance. Philip does point out that technology has changed since Second Life was created, for example there was no cloud computing back then and he does state that they tried to make Second Life as open as they could. This is a comment that has a lot of merit. Whereas Second Life isn’t open in the way High Fidelity will be, it remains very open in the concept of user generated content.

Philip talks of how reading science fiction is almost an instruction manual for building virtual worlds and his big influence in this area is, not surprisingly, Neal Stephenson’s Snow Crash.

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The Verge Asks : Can we build a virtual world?

An interesting post on The Verge : The Big Future: Can we build a virtual world? The question may initially seem odd to those who have experienced virtual worlds such as Second Life, Kitely, OpenSim and are keeping their eyes on future virtual worlds such as High Fidelity and Linden Lab’s next generation platform. However the question is one that goes beyond the current generation of virtual worlds :

The web is fine, but how do we get the internet we always wanted — a “real” space you can walk around in, like the Metaverse from Snow Crash? It’s not a new question, but it’s one that’s being taken a little more seriously now that a huge company like Facebook is putting its weight (and its money) behind virtual reality. In this week’s Big Future, we look at what it takes to build a convincing virtual world, why we’re not there yet, and what we might do if we got one.

The Metaverse that exists in Snow Crash has long been the inspiration and dream of many a virtual world enthusiast, but will we ever get there? Indeed do we really want to get there? That level of immersion may well read well in a novel but can it ever really be a place that will happily co-exist with the physical world?

There will be no real answers to this until we have an answer to the question “Are we there yet?” As The Verge article states, it’s easy to trick the eyes, it’s a lot more difficult to trick our other senses and natural motion. For example The Verge talks about walking in a virtual world and how that’s far more of a challenge than tricking our eyes. I remain sceptical because of the sheer number of peripherals required at the moment to achieve greater immersion. However over time those peripherals will become less intrusive and more intuitive.

Obviously the full on immersion that some crave may not be the route to go. Whereas I fully expect greater immersion to open many a great door, I do feel that some doors may be better if they remain locked. The Verge article does mention the current virtual world scene :

We already have examples of “virtual worlds” like Second Life, and they’ll only get cooler with immersion. But some of the most exciting possibilities involve blending the physical world with VR. Sharing experiences will become more intense, and online research takes on a whole new meaning.

However one area that The Verge article doesn’t touch upon is who will be running the bold new worlds.

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OpenSimulator Community Conference November 8th – 9th

If EndgagetExpand doesn’t tickle your fancy then there’s another conference taking place this weekend that is well worth keeping an eye on, it’s the OpenSimulator Community Conference, which takes place on November 8th-9th. Unfortunately inworld tickets are already sold out for the conference but you can register for a free streaming ticket.

The basics of the conference can be found on the about page of the conference website, but I’ll give you a brief snippet :

The OpenSimulator Community Conference is an annual conference that focuses on the developer and user community creating the OpenSimulator software. Organized as a joint production by the Overte Foundation and AvaCon, Inc., the conference features two days of presentations, workshops, keynote sessions, and social events across diverse sectors of the OpenSimulator user base.

The OpenSimulator Community Conference 2014 features four themed tracks and a Learning Lab for hands on hackerspaces, speedbuilds, and more:

  • Business & Enterprise
  • Content & Community
  • Developers & Open Source
  • Research & Education
  • Learning Lab

This conference features a lot of speakers whom followers of Second Life and virtual worlds will be familiar with. They include :

  • Philip Rosedale – High Fidelity
  • Nara Malone – Greyville Writer’s Colony
  • Steve LaValle – Oculus VR
  • John “Pathfinder” Lester – Reaction Grid
  • Maria Korolov – Hypergrid Business
  • Ilan Tochner – Kitely
  • Caledonia Skytower – Seanchai Library
  • Tranquillity Dexler – Inworldz
  • Latif Khalifa – Radegast, Singularity
  • Jessica Lyon – Phoenix Firestorm
  • Kim Anubis – The Magicians

There are many more speakers whom some of you will be familiar with, it’s a jam packed schedule full of interesting looking discussions.

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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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Why The TOS Remains Problematic

Episode 13 of The Drax Files Radio Hour featured an excellent interview with Richard A. Goldberg. I covered it here : Second Life TOS – Why Bergs Should Collide. I’m not going to go over it all again but Richard made some excellent points on why the TOS was problematic, why Linden Lab should not need all the terms they require, why there should be limitations and he did all this in a very calm and rational manner. Ebbe Altberg should at least listen to what Richard A. Goldberg had to say and then he may understand more of what the issue is.

The Linden Lab blog post on the updated terms of service states :

As part of an update to our Terms of Service today, we have made a modification to further clarify Section 2.3. The updated section still provides Linden Lab with the rights that we need in order to operate and promote Second Life, so you will see that we have retained much of the language as the previous version. However, the updated section now also includes limits that better match our intended meaning, and we hope will assuage some of the concerns we heard about the previous version.

Now the problem arises with the words that have been left in. First of all let’s rewind a little and give Linden Lab some credit for the change they did make, but also let’s rewind further and see what the controversial section said before the changes of last August, a time when it wasn’t remotely controversial :

You agree that by uploading, publishing, or submitting any Content to or through the Servers, Websites, or other areas of the Service, you hereby automatically grant Linden Lab a non-exclusive, worldwide, royalty-free, sublicenseable, and transferable license to use, reproduce, distribute, prepare derivative works of, display, and perform the Content solely for the purposes of providing and promoting the Service.

I’m struggling to understand why that is no longer suitable, it’s clear, it’s to the point and there’s no ambiguity as to whether it refers to the Second Life service or not. However let’s move on to the controversial TOS and break this down, again, first of all this part :

Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and sell, re-sell or sublicense (through multiple levels)(with respect to Second Life, Inworld or otherwise on the Service as permitted by you through your interactions with the Service)

Now that’s better than before because of the part about being with respect to Second Life, inworld or otherwise. That’s the big plus point from the change, the problem is with the next part of the TOS, which makes absolutely no reference to this limitation.

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