2014 Reviewed Part 1 : January To June

In this post I will review 2014 from a largely virtual world perspective for the months January to June. This is part 1 of 2 as part 2 is still a work in progress but will hopefully appear tomorrow. I’ll combine both posts into another post for easier future reference once they are both completed. These posts will miss lots of big and interesting stories because the nature of the beast demands some brevity. These post may well look longer than they actually are at first glance because of images and pictures. The aim of posts such as these are to give a brief overview of the year, rather than an in depth review. An in depth review is too long for a blog post, it may make for an interesting book.

Anyway, on with the show, as they say.

January

January started with a look back to 2013 and the number of private region losses. The scores on the door from Tyche Shepherd displayed a slow down on the number of regions leaving the Second Life grid, something that would continue during 2014.

  • 2012 Net Private Region Losess – 2865 (12.0%)
  • 2013 Net Private Region Losses – 1719 (8.2%)

The virtual world of Kitely moved to a different pricing model which largely did away with the pay by the minute options as these had not been popular.

Blackened Mirror poster should be here
The Blackened Mirror Poster

Season 2 of The Blackened Mirror was taking a mid-season break but would return by the end of January. The show was recorded in Second Life.

Linden Lab were Raising The Roof : The HTTP Project. This project, which had started in 2012 was aimed at improving HTTP communications to improve the end user experience. Linden Lab would continue working on improvements during the year.

Second Life users were getting frustrated by tax and account information requests from Linden Lab. They would continue to be frustrated by these requests throughout the year despite Linden Lab improving their communications and information on these issues.

Second Life got a mention in the comedy show, 2 Broke Girls.

Then came the storm to warm up many a chilly January evening, Cloud Party announced that they would be closing their virtual doors on February 21st.

Pirates? Ahoy?

This was quickly followed by even more news to warm up January, Aston Villa fan and Linden Lab CEO, Rod Humble, was leaving Linden Lab. This created a Twitter storm.

Continue reading “2014 Reviewed Part 1 : January To June”

Have Yourself A Merry Little Christmas

We here at Ciaran Laval …. hmm might need to change that title in the new year! Anyway, we here at Ciaran Laval (*Editor* pssst there’s only one of you these days /*Editor*)….. Then who are you? Wait wait wait! Back on track.

We here at Ciaran Laval would like to wish all of our readers a very merry Christmas and a very happy new year, even those of you who don’t like us. (*Editor* It’s just you! /*Editor*).

We would like to wish Linden Lab, High Fidelity, Inworldz, Kitely and OpenSim a very merry Christmas too. We definitely want you to prosper in the new year (*Editor* I resign! /*Editor*). Obviously this is because this blog depends upon these ventures prospering!

Continue reading “Have Yourself A Merry Little Christmas”

Radegast Viewer Parked At End Of The Road

Inara Pey recently blogged some sad news regarding the Radegast viewer for Second Life and Opensim. Inara linked to a post from the main developer behind Radegast, Latif Khalifa, in which Latif typed :

It saddens me to have to inform you that I won’t be able to continue work on Radegast or my other opensource projects. My health has been deteriorating over the past few years to this point where my use of computers is down to just a few minutes daily. Not being able to work for several years bring its own set of problems.

Radegast is opensource so if there is interest people could continue improving it.

It’s been a great pleasure working with the Radegast and the wider Second Life communities.

The Radegast viewer won’t be as familiar to people as some of the more popular third party viewers for virtual worlds. That is largely because Radegast is a lightweight client that contains some enhanced accessibility features such as text to speech, which makes it a client that people with visual difficulties may embrace and therefore join virtual world communities.

There’s certainly room in virtual worlds for lightweight clients, even if they don’t come with accessibility features. People may just want to check in when they are on the go, so I don’t think this means the end of the road for lightweight clients and it certainly won’t be the end of the road for clients built with accessibility in mind.

Continue reading “Radegast Viewer Parked At End Of The Road”

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.

Continue reading “The Verge Asks : Can we build a virtual world?”

Nara Malone On OpenSim, NPC’s, Exhibitions And OpenSimulator Conference

Nara Malone isn’t happy; “It’s like being caught in your curlers” she purrs as I whip out my camera, but there’s a glint in her eye as she stands amidst the scene of an in progress exhibit from Fuscia Nightfire.

Nara Malone

Nara is showing me around the build which is an interactive exhibit featuring machinima, which is playing on the floor and surrounding walls. The finished exhibit will feature the use of Non Player Characters (NPC’s) and Nara has been demonstrating to me just how easy they are to create in OpenSim.

Nara rezes a poseball and then explains the process to me : “I click the ball once it records my appearance, it runs the animation I put in the poseball. I can change those out or run a string. This is our simplest character maker.

With that said Nara clicks the ball and few second later another Nara is in my view, this one sitting down tying her lace, which is the animation inside the pose ball. However how resource hungry are they? Nara explains that they are not that resource hungry at all : “Its just an animation running…very easy resource. We can have 20 or so at a time with 10 users online. We have more complex versions but this is the starter one. We can make them talk, Program them to interact so they are very helpful with storytelling and with the immersion. The characters draw readers in.

Nara is a storyteller and of course her stories must be told. However she’s not alone and the exhibit she’s giving me a sneak preview of is part of her group’s work for the OpenSimulator Conference in November. Whereas the big names are keynote speakers such as High Fidelity’s Philip Rosedale and Oculus Rift’s Steve LaValle, many from the general OpenSim community will be there too and exhibiting their wares.

Nara explains to me that her group will have a total of eight examples of their work running at the conference. Whereas there’s a lot of storytelling, there’s also a lot of scripting involved and Nara tells me that scripting guru Fred Beckhusen is on their team.

So just what are Nara and her team working on? Nara passes me a note with some preliminary but rather ambitious details.

Continue reading “Nara Malone On OpenSim, NPC’s, Exhibitions And OpenSimulator Conference”

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