Archive for April, 2008

NASA, Astrophysicists and Space Enthusiasts in Virtual Worlds

Wednesday, April 23rd, 2008

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Ogle Earth - a blog that “focuses on Google Earth” published a great post on “Programming Planetariums in Second Life” last week (hat tip to Kat Lemieux also). These planetariums in SL are the work of Magnus Zeisig (Magnuz Binder) a freelance SL builder located in Stockholm, Sweden, dubbed “one of Sweden’s most talented programmers.” I acquired the 3D display of the galaxies within 500 million light years from us pictured above for my small plot of land in Second Life. Ogle Earth writes:

Second Life is not a dedicated virtual globe or virtual planetarium but a free-form three-dimensional programmable space that anyone can use to build globes and planetariums in.

This phrase, “free-form three-dimensional programmable space,” I think will end up being a mantra for me at least in the next few months. As a new crop of 3D chat rooms emerges, like Vivaty, pointing out the difference between a 3D chat and “free-form three-dimensional programmable space” like Second Life, OpenSim, realXtend and HiPiHi (now in public beta - see my interview with Xu Hui, CEO of HiPiHi, here) may become a regular task. While I look forward to inviting Facebook friends to see photos and videos into my Vivaty scene, this will not be “3D life such as you’d find in Second Life” as some blogs have proclaimed.

“Exploring The Heavens on Earth”

NASA Explorer Sim in SL

“Exploring the Heavens on Earth” comes from Jeanne Holm’s (NASA) talk title. She will be presenting at the Federal Virtual Worlds Expo: Implementing the Future, on April 24th (see my previous post). Last week I spent some time “exploring the heavens on earth” in Second Life with Erika Vick a second generation NASA contractor who has been with NASA almost 18 years. Erica now works in NASA HQ Strategic Communications. She is Universa Vanalten in Second Life (in the picture above we are in the Moon Rover on NASA’s CoLab sim in SL. The other NASA sim in Second Life, Explorer Island, was created by the visionary from NASA Jet Burns). But as Universa explained most of the NASA content in SL is contributed by people outside NASA. I asked Universa how NASA’s involvement in Second Life was going.

I have been in SL for about a year now and wanted to use SL for Agency purposes….. it has been slow building support for this but now its going like gangbusters.

We’re going to be doing a mixed reality event for the NASA Future Forum in San Jose CA on May 14th

NASA’s MMORPG

Universa also updated me on the Office of Education Distance Learning group’s rfi (request for information) to get feedback about developing an MMORPG around NASA missions which has now turned into a request for proposals and a controversy in the blogosphere about the level of support NASA will offer developers (see here and here). Robert Rice attended the NASA MMORPG Workshop held on Monday of this week at the BWI Marriot and says that “Slashdot, Gamasutra, Second Life Herald and even Wired are all wrong” re their interpretation of NASA’s role (or lack of role!) as a partner in the project. Robert Rice writes:

there is a pretty solid opportunity here for any smart developer that can put together an interesting proposal and find some funding for it. NASA hinted at a few sources that might consider forming a consortium and providing funding, but as I said before, half of the audience stopped paying attention after “NASA will not provide the partner any funding

I think Robert is on the right track! You can check out NASA’s RFP here.

Universa said this to me concerning NASA’s position re funding proposals:

We got 186 responses…much more than expected. Our Administrator for Office of Education totally has the vision for virtutal worlds. There is going to be a Request for Proposals go out soon to follow up on the rfi NASA doesn’t have the money to develop the MMORPG. So the first question is does anyone want to take this on. The fact that we got 186 responses sounds like yes. NASA will provide content experts to consult, and whatever resources we can bring to the table.

Robert also mentioned that the attendee list for the workshop is supposed to be published. He notes: “Almost everyone there wanted to know who *else* was there (to gauge the competition maybe?). It will be posted on the NASA MMO page.”

International Space Station

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Image above: A camera aboard the International Space Station captured this image of the Soyuz TMA-11 spacecraft shortly after undocking. Credit: NASA TV<

I posted here about my visit to the awesome replica of the International Space Station in Second Life built by Illusion Factory. And how Piet Hut (see more about Piet’s latest Second Life adventures below!) brought his friend, astronaut Ed Lu, into Second Life to visit the International Space Station in Second Life. Ed Lu lived in the real one for a half a year in 2003!

I have become totally hooked on NASA TV lately, and particularly, I have been enjoying some of the events that have been streamed into in Second Life, including the annoucement of the latest Google Lunar X entrants, and The Stephen Hawking Lecture.

Virtual Worlds Astrophysics Group

On April 4, Dr. Rob Knop (a.k.a Prospero Linden a.k.a Prospero Frobozz) gave a talk titled “The Power of the Dark Side: How Dark Matter and Dark Energy dominate our Universe.” Dr. Knop was on the team that discovered the accelerating expansion of the universe (picture and quote from the Scilands blog).

This is the first in a series of monthly talks organized by the Meta-Institute for Computational Astrophysics (MICA). They are to be held on the first Friday of every month.
SLURL:
http://slurl.com/secondlife/Spaceport%20Bravo/117/66/278

Also from the Scilands blog an announcement for:

Star Simulations School

Learn about software for simulating stars, star clusters and galaxies. Organized by Piet Hut from the Institute for Advanced Study in Princeton, NJ. Aimed at anyone with a serious interest in astronomy and computer simulations of stars and galaxies. The main idea is to provide guidance for those who are interested in learning to use and/or write software for astronomical simulations, on all levels.

Examples of approaches and packages that we will discuss can be found on the following web sites:

http://www.artcompsci.org/ http://www.manybody.org/manybody/nemo.html

http://www.manybody.org/manybody/starlab.html http://muse.li/

When: The third Friday of every month at 8:00 AM Pacific Time Where: In the virtual world Second Life, at the ISM Workshop room:
http://slurl.com/secondlife/Spaceport%20Bravo/153/205/59

The first class will be on Friday, April 18 polling whoever attends to see what their wishes are and then in May starting to offer workshops accordingly.

Optimizing A Free Form 3D Programmable Space

Sidewinder Linden Gives a Fireside Chat

The optimization of Second Life as general purpose simulation platform was eloquently explained at a Fireside Chat with Sidewinder Linden about the Havok4 Physics Engine organized by the International Society for Technology in Education. Here is ashort extract from the one hour talk.

One of the realities of a world such as Second Life is that it is a general purpose simulation. It is not optimized for detailed, high accuracy (very high frame rate) calculation of object dynamics. It’s instead optimized to handle things like “not falling over when people dump 1000 random shapes in a region from 100m in the air” and having reasonable dynamics with a scripting language that allows you to build interesting things.

Now that’s not to say you can’t do real simulation, but it is not really a substitute for high precision simulation. With that all said… you can build things that are visually compelling and illustrate points, with low effort and ‘reasonable” realism.

An analogy I’d draw is to the build tools themselves [Sidewinder Linden comes from a CAD background...]. When I look at the build tools in Second Life, I’m constantly amazed at what people build, because they are pretty basic compared to “real computer aided design” systems but they’re simple and effective.

If you think about the physics modeling in the same way, you might find that you can build many interesting things that are visually compelling and satisfy the teaching objectives of understanding without necessarily having the “smooth like butter” or “high precision” of a “heavy physics simulator” (which by the way you’ll spend many moons programming in c++ to do even the basics :)

This is the kind of thing I hear from folks building physics-based projects in second life - does this general philosophy work for the type of education that you do, or is precision simulation “the only and right way” to get the points across in your environments?

Exploratorium in Second Life

“What can a museum do in a virtual world that would be difficult—or impossible—to do in the real world?” Exploratorium media creators and educators have been exploring this question by experimenting in Second Life (see the Exploratorium in Second Life blog for details).

The screenshot below is from Destination Mars - A Meteor Impact Simulation on the Surface of Mars

Project Director: Patio Plasma
Model Building & Scripting: Emileigh Starbrook
Particle Systems Scripting: Debbie Trilling

Teleport to the Destination Mars viewing area and:

“Experience a scale model of a Martian asteroid impact. The model crater is 50 m in diamter and the model runs in slow motion at 1/10th the speed of an actual event.”

Watch a machinima* of the Destination Mars simulation.

In another mix of real and virtual reality, the Exploratorium team “streamed an entire rare transit of the planet Mercury live from telescopes at the National Optical Astronomy Observatory (NOAO) in Kitt Peak, Arizona, into the International Spaceflight Museum site in SL.”

Open Source Free Form 3d Programmable Space

Monday, April 21st, 2008

This week I received several requests to write a post reviewing the recent upsurge of OpenSim based projects. I am in England for a week, so there is no way I can do this before I leave. However there is a good opportunity to learn more about realXtend and meet the realxtend team this week on Wednesday April 23rd, in Second Life. I have reprinted the notice from the realXtend website at the end of this post.

And, as LifeRain points out, “one way to get to know more about OpenSim is to visit a public grid.” There is a complete list of these grids here. OSGrid, OpenlifeGrid and DeepGrid are goods ones to try to start with. The picture above is from Wright Plaza the orientation area for OSGrid below is OpenlifeGrid.

Nice build on the OpenlifeGrid

Or You Can “Do it yourself” - I did!

You can also download OpenSim directly from opensimulator.org. I did! And I set it up on a CariNet on a dedicated server for only $100 per month. In the picture above my eight year old son was excited to meet Adam Frisby, one of the core developers on the UgoSim, just minutes after logging in for the first time. Ugotrade Jr. is now enjoying (and so am I) learning to build in a “cost free” environment - no file upload charges! Also, you can get a Ready-To-Run version of OpenSim from OpenlifeGrid.

OpenSim Blogs

There is a OpenSimulator group blog which some of the developers contribute to, and also a Planet OpenSim which agreggates feeds from opensim-related blogs and developers

The Federal Consortium of Virtual Worlds

Monday, April 21st, 2008

Federal Consortium of Virtual Worlds

Next week there will be a key event for Virtual Worlds:

Federal Virtual Worlds Expo: Implementing the Future. The picture above is from the November event.

The Federal Consortium for Virtual Worlds is a newly formed group of federal government employees and contractors interested in exploring the use of virtual worlds in government, sharing best practices and policies, creating shared repositories, and networking.

April 24-25, 2008

National Defense University Washington, DC

If you cannot attend the meeting physically, you can attend through Second Life free of charge at the following NOAA SLURL: http://slurl.com/secondlife/Meteora/199/138/28

There will be a series of pre-conference workshops in SL, April 23rd, led by Pathfinder Linden, John Lester, Sue Singer, Aimee Weber

One of the speakers will be Jeanne Holm—NASA. Jeanne’s talk title: “Exploring the Heavens on Earth” inspired me to write an upcoming post, looking at the work of NASA and space enthusiasts in the the “free-form three-dimensional programmable space” of Second Life.

The Architects of the Open Source Metaverse at Virtual Worlds 2008

Friday, April 11th, 2008

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Screen shot from realXtend’s wickedly cool avatar tech demo (see video here).

Some people may have walked away from Virtual Worlds 2008, NYC, thinking the vision of the metaverse has boiled down to two notions: 1) every toy should have its own own virtual world and 2) may a thousand walled gardens flourish. But, if you did come away thinking that, you missed out on another important current at the conference - the rapid growth of the open metaverse and the excitement of developers, architects and visionaries who are exploring its potential.

The discussion at the Open Source Virtual Worlds Round Table included so many of the key players, including Philip Rosedale, and covered such a big chunk of issues that that I have transcribed it and published it at the end of this post - the audio is here. The audio quality is poor (except for the round table facilitators from OpenSim, Sun’s Project Wonderland, Qwaq and myself as we were sitting right on top of my ipod!) So, I hope the transcription of the discussion will be useful to all those involved in pioneering the open source metaverse.

The dichotomy of visions - an open metaverse or a thousand walled gardens - present at VW 2008 did not escape the very savvy virtual world writer Wagner James Au (Hamlet Au in Second Life) who narrates this tale of two conferences on GigaOm, here and here. Hamlet, author of The Making of Second Life, and part of metaversal thinking from the early days is in unique position to understand the accomplishments and vagaries of its prodigal children.

The inadequacies of the short term constrained visions that held the main stage at Virtual Worlds 2008 were also commented on by Cory Ondrejka, one of the founders and former CTO of Linden Lab who wrote on his blog:

Is this really the Metaverse? Is this even the 3D internet? Isn’t this the same week that we saw Congressional testimony on virtual worlds, on their potential impact on education, community, business, and communication? Technology is just enabling us to take incredibly bold steps, to connect people in entirely new ways. From 3D camera technology to spatialized voice to novel interfaces to mobile to augmented reality, we should be ready to embark on the next exponential curve, building on everything learned from Second Life over the last 8 years.

Not game over by a long shot - the party has just started!

The young guns are working with the open source and reverse engineered derivatives of Second Life to explore the full potential of avatar presence in a 3D, interactive, dynamic, networked environment. And this is just the very beginning.

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On 3rd of April the OpenSim platform was load tested with the amazing Antigone (top image), who sang live in OpenSim in an event sponsored by the Sine Wave Company (boardwalk leading to the stage in OpenSim above).

And, if you were thinking that Philip Rosedale stepping down as CEO of Linden Lab was a sign that Philip was giving up a leadership role in the future of the open metaverse, think again. Philip’s continuing deep engagement with the technical and business challenges of the Open Metaverse was quite clear when he showed up and sparked off an intense discussion at the Open Source Virtual Worlds Round Table.

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In this picture, Philip Rosedale, Linden Lab, Zafka Zhang of HiPiHi, Wagner James Au (author of The Making of Second Life), Tess Linden, Eilif Trondsen of SRI Consulting Business Intelligence are just some of the metarati at the round table.

Also very visible at Virtual Worlds 2008 was Cory Ondrejka. And while Cory is now consulting on a wide range of entrepreneurial, technology, and innovation projects, he has a tremendous amount of domain knowledge about the design, architecture, and scaling challenges of virtual worlds. And, as I saw Cory chatting with the new kids on the block, I found myself thinking, how interesting it was that his experience was actually on the open market at this critical juncture for open source virtual worlds. (But Cory did hint to me that he may not be as free to consult in the near future.)

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Cory noted in a brief chat after the conference that there are a lot of potential stumbling blocks for Second Life competitors and the aspirant architects of the Open Metaverse face challenges linked to design (repeating failures from the late ’90s), architecture (given target market and use, are you picking the correct technologies?), and scaling (do any aspects of your design require vertical scaling? what are the choke points?). Cory will be writing up more of his thoughts about some of this on his blog, I think.

What is the architecture of the Open Metaverse?

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Picture from Nicole Yankelovich of Sun Microsystems Wonderland blog post - from left to right, Remy Malan, Qwaq, Nicole, me, Jani Pirkola, realXtend, Adam Frisby OpenSim, Adam Johnson, Genkii.

The power of virtual worlds for business collaboration was the emphasis of Sun and Qwaq’s presentation during the Open Source Virtual Worlds round table. Nicole Yankelovich demoed Project Wonderland’s multiple group voice chat that cleverly simulates “watercooler chitchat” that real-world office spaces provide and impressive telephony that allows users to communicate in or out of the virtual world space by phone (See Nicole’s blog and Hamlet’s write up on GigaOm here for more). But the discussion centered on the open metaverse as something akin to the next generation internet where business, consumers, communities and the individuals and organizations of public life have the possibility to interconnect and interact as well as stay behind firewalls. And the voices for this vision came from the open source initiatives with their roots in the Linden Lab Second Life technology.

Topics discussed were:

What is the business model for Linden Lab in the open metaverse? (Philip gave the most clear and convincing explanation of this I have heard.)

How will forking not become an issue and break up the open metaverse before it has begun?

Will the open metaverse have a virtual currency?

How can truly wicked avatars using blended animation and inverse kinematics be deployed without choking performance?

How will IP be protected and will obfustication be employed?

How will asset/content development flourish in the open metaverse?

The latter question included a discussion about different models of content production and content monetization in virtual worlds including new ideas like the open source content project of Clever Zebra. For info on their upcoming vBusiness expo see here.

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I relayed a couple of questions from Peter Quirk, EMC, who unfortunately couldn’t attend the conference. Peter’s questions produced some excellent discussion and responses.

1) Is the lack of useful assets to populate a world, whether it’s OpenSim, Croquet or Wonderland the number one business issue?

2) Instead of driving to a complete implementation of LSL, has OpenSim gone off in open source fragmentation land inventing their own scripting extensions which are guaranteed to cause problems going in the other direction?

If you are interested in any of these questions you may want to study this transcript that includes lengthy comments from Philip Rosedale (Linden Lab), Adam Frisby (OpenSim), David Levine (IBM) - Zha Ewry in Second Life, Jani Pirkola (realXtend), Christian Westbrook of WelloHorld, and several other key architects of the open metaverse.

What’s New?
Enterprise Applications in Open Source Virtual Worlds?

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I moderated two enterprise round tables at Virtual Worlds 2008, one on Open Source Virtual Worlds and one on Enterprise Applications and the discussion at both was driven by key innovators in these areas.

The Virtual Worlds Conference and Expo in Fall 2008 will have a full on enterprise track Chris Sherman says. But the “knights of the enterprise round table” gave us taste last week of what is to come.

It was fascinating to hear Michael Osias from IBM and Oliver Goh from Eolus and who are pioneering enterprise command and control centers for building automation, green data centers, energy and facility management debate with Mark Phillips from the Simulation Business Unit of MASA Group Inc.

“What’s new?” about these enterprise applications on OpenSim, asked Mark Philips who works at the very highest end of business simulation. It is true, from the perspective of the lofty budgets that high end business simulation is accustomed to, command and control centers in 3D environments are nothing new. But Michael and Mark who have worked together in the past did come to agree that never before has this kind of software been accessible for cheap and rapid protoyping/development/and deployment in this way and with the potential to be used both inside and outside of firewalls in both in secure and massively networked environments.

Virtual worlds for children maybe a marketers utopia/cornucopia but the open metaverse is still the most exciting social and technical paradigm shift since the mass adoption of the internet.

A New Era of Business Tools and Business Process Modeling

Melanie Swan from MS Futures, one of the facilitators of the Enterprise Applications round table described how open source data visualization tools will open a new era for business tools that have given us little that is new in recent years.

And Ben Lindquist of Green Phosphor described how virtual worlds will be more than collaborative spaces they will become where business processes are modeled on an ongoing basis within the enterprise.

What I see happening is knowledge workers, analysts, middle management, spending time in a virtual space modeling the actual business that they do and doing that on a continual basis.

Imagine a network of pipes and other objects that actually represents your business processes, your organizational model, your supply chain; and you can see your people working on it in the virtual world. They’ll be able to perform “what if” scenarios - answering questions such as “what if we combine these two offices - what does it do to responsiveness”, and then when a change works well in the model, it can be implemented in the real world through integration with the ERP system.

IBM’s big news at the conference was that they would be working with Second Life behind their firewall. But with 6000 plus IBMers in Second Life and a working interest in interoperability issues, it is common knowledge that IBM gets the open metaverse and its potential. Perhaps what is more surprising than the news of Second Life being experimented with on IBM blade servers is that this collaboration hadn’t happened sooner. For more insights on what the IBM behind the firewall project is about read David Levine’s (Zha Ewry in Second Life) post here.

Transcript of Discussion at the Open Source Virtual Worlds Round Table

Philip Rosedale (LL): Blended animation and IK (Inverse Kinematics) is a really cool thing it’s also a really hard problem, I would love to see progress on that. Its got to be one of thing to make the world really ??. We wanted to do that from the very beginning. Its a daunting problem of course. You’re simultaneously having to use the animation in-world as a kind of a mechanical guide to move what is supposed to be a mechanical hand, and the problem is there’s a lot of corner cases where trying to do that with an animation kind of won’t work. In the same way that say break your arm you can’t put it anywhere, you run into this interesting problem. But I have to say that I think that is a great piece of work. It is one of the things that in my personal opinion it’s one of the key elements of believability that the avatar lacks today that we essentially have this odd situation where we have a little bit of physics going on the avatar bumping into things and getting up on a table and then all the animations are happening without any respect for the kinetics of the environment so its a very hard problem and I’d love to see some work being done on it.

We love to work on it! But it is a question of having the people..

(for more click on “read entire post” for the rest of this transcript)
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RealXtend’s Vision for Open Virtual Worlds:
Interview With Juha Hulkko

Thursday, April 3rd, 2008

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Juha Hulkko’s Second Life avatar, Jussi Hudson relaxing in his “mirror house” in Second Life - photo by Noelani Lightfoot.

The story of Juha Hulkko’s vision for realXtend, the future of virtual worlds and the next generation of the internet, is fascinating and several conversations are combined in the following interview. You can read more about realXtend’s road map and accomplishments to date on their web site. But to introduce the interview here are some of the key points about realXtend first.

Juha emphasized to me that realxtend is a joint effort with many talented people all over the world. He stressed that his personal role is to help and support these people and that it is their talent and skill that is making this vision happen. Juha especially wanted to emphasize the importance of Linden Lab and the OpenSim project. Their innovations and innovative work are the basis for realXtend too.

They are role models to all who are building the future web and they have already made history in computer science. RealXtend is one important spin-off from their great work.

Overview of realXtend

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Click the screen shot or here to play the realXtend avatar technology demo also see the realXtend technology video here.

The emphasis of realXtend is real life applications: enterprises, public sector - e.g. environmental management and protection, interactive and community based (socially networked) communication, extended web, integrated communications - multimedia and 3d.

Open Source: basic servers and clients are platform and open source, platforms have no long term business value. Rex sees the value is in content, application development and support, hosting and better customer access/service.Value change innovations: e.g., content directly from content creators to end users (no middlemen needed).

Rex sees a new roles
for telecomm, music, movies, advertisement creating huge possibilities that will change web. Social innovation, public and enterprises should inform the direction of the next generation of the internet. Rex takes a pragmatic approach, i.e. that is looking for real needs and keeping eyes open for better solutions: “We try to avoid “not invented here” syndrome all the time in our own doings.” The vision is for a smooth transition from traditional web to extended web (no revolutions are possible, nothing changes over night).

The Vision from realXtend is a robust OpenSim server (quality of service core issues, branches from OpenSim are maybe needed).

Separate avatar servers with identification servers (to enable same avatar usage in different applications), multi platform clients (from light, browser based to heavy duty 3d+), customizability of clients. This Rex points out is very important as clients have to be modified from servers in real time too, (as in Rex). In the realXtend vision serious applications will coexist with social applications (like SL), connected worlds, neither alone is enough.

Funding: Funding for realXtend is through a private, nonprofit foundation, 3 year program is under preparation.

Interview with Juha Hulkko

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Picture of Jussi Hudson (Juha’s SL avatar) by Noelani Lightfoot the proprietor of Quixotic Photography in Second Life (see more of her great work here).

Tish Shute: Could you tell me about the vision behind realXtend and how you got involved with virtual worlds and with developing the next generation of the internet?

Juha Hulkko: My fathers fathers and his brother were the first radio amateurs in late 1920s, as schoolboys they built small transmitters / recovers and started to make contacts all over the world first with Morse code (cw). My father and brother started as school boys. I started actively after returning from army 1975 and been more or less active since that.

Ham radio operators were the first new era global community. The first ones started in beginning of 1900 century. Normal people with a technical background built simple radios with antennas and were able to make friends around the world. They were pioneers of modern wireless communications. And social aspect was there already since the beginning. In North Finland schoolboys could make friends from USA to NeXeland and keep contact with them on regular basis.

That was the first internet to me, and that has inspired me a lot to be a part of helping people to build these global platforms to enable people to be better connected, and to enable real global friendships and understanding between people. Without communication, there will not be deep understanding and respect of other cultures and people. This is almost totally missing from my generation (except radio amateur operators ). We just assume we understand global things by listening to the news or other people’s stories. That has very little to do of understanding global things. Our new generation have real friendships around the globe and that is far beyond what my generation ever had possibility to create.

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Juha Hulkko’s home in Oulu, Finland in realXtend and Juha at home in “real” life

I’ve been in the communications area all of my life and I’m still involved in that, but not actively anymore at the corporate level. I’m board member of a couple of companies, yes. But, when I stepped out from my position in my company one and a half years ago, I decided to explore my life long interest in the internet. I’ve been using the internet in my work, of course, but I’ve never had time really to explore the possibilities for innovation. I was just ordinary internet user. But, I was exploring and researching things and then I ran into Second Life.

I got quite interested very suddenly because I realized that this is something which is really important. I realized very soon that it is, and I still think it is, one of the greatest social innovations in decades. I could compare it to the internet when the internet started or when this wireless communication mobile phone boom started. It’s kind of same kind of revolution which will happen with virtual worlds. This is not technological innovation, it’s social innovation. This will make the World Wide Web interactive, social, so you can create your own interest groups there, and then combined with 3D and all the media things, it’s all this combination, it’s a huge thing.

But very soon I realized that Second Life was kind of hopeless for integrating real world applications. It was a closed world which means that 90% of the people I met, they wanted to isolate real life from Second Life. That was something I was thinking about quite a lot. I understand the motivation behind that, but somehow I realized that this is not really something with a big interest for me. I started to think very fast how this virtual world, in this case Second Life, really could be a kind of extension of real life.

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Juha and Jussi outside their homes in RL and SL. Second Life picture by Noelani Lightfoot.

I understand completely why some people want to isolate their experience from real life. But I was thinking more of how I could utilize these virtual worlds for real life needs. I started to speak with people and when I meet new people I ask them one very simple question: What is your dream? Why are you in second life? And over 90% of the people answered me that their motivation is to explore and have fun. Look around, see different things and have fun.

And I said to those people, that’s great, you should do that. But, I also located some people who I saw that they had things they wanted to do connected to real life. They can be really simple things. For example, you are designing clothes in real life and you want to create them in Second Life and sell them to people and see what goods are good to sell there in Second Life, and in a real life shop. This is a very simple example. This is the way I started to find very eager active people and I made friends with them.

I also realized that one problem which I don’t personally like very much. In Second Life they are selling land to young people with very, very high prices. So I bought some islands there and I started to invite these young people to the island and said to them here is free land, do whatever you want. Of course there were some people who weren’t willing to do something useful. But I said OK but I hope that you would be part of our thing but regardless, if you get some sale wherever in real life or second life still I’m not asking any rent or any revenue.

I wanted people to do what they want but I wanted at the same time those people to be part of our Arkala community. Still things started to develop and we created a community of virtual friends called Third Eye. The idea behind Third Eye was we wanted to break the barrier between Second Life and Real Life. We started to think of different kinds of technical solution, e.g., sending sms between Second Life and “real” life. We can even control a huge radio station in real life from there (see picture below ). That’s the magic motivation for me. I have been in telecommunications, I have been an entrepreneur for 25 years so I have no business interest for myself. I just wanted to see can you really break these barriers.

We had these communication concepts we made a project for vanishing species. These animals are vanished from Real Life, e.g. The Chinese River Dolphin which is extinct. You can see it on our island and communicate with it. We wanted to show people what it means when we are killing animals, whole species, in Real Life. By seeing them here in Second Life we hope people will appreciate more what is being lost and start thinking.

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When we called the Chinese River Dolphins made by Nicolas Sordello a student of Ecole Nationale Supérieur des Arts Décoratifs de Paris came to us. Picture by Noelani Lightfoot.

“Save the planet” sounds a naive approach, but behind it is a growing worry about the state of our planet. That is why my dream is to use Virtual Worlds as tools to enable worldwide open communication on environmental issues. Not communication dictated by any governments, big companies or any single environmental institute. All people and organizations have equal opportunity to create change and right to contribute and offer their opinions and share their solutions with other people who are interested on these issues. It is a very powerful tool, I believe. We simply should leave this planet behind in better condition to future generations, better than the conditions we were born into. We need to start the wheel turning in a good direction. It is our generations responsibility and legacy to future generations.

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Kilpisjarvi - place of great beauty where Juha tries to spend as much time as possible

I have been in global business for many years but I like the people I have met in Second Life this is something completely different they do this for love and not just for money. But pretty soon I realized we need an open platform and it has to be scalable so that you can create your own virtual world on your laptop or desktop.

I found a group of young talented people. As you know we have much technical talent as you have met some of them from Admino and Ludocraft (see my interview with Tony Manninen of Ludocraft here). We have many people from wireless telecommunications, a big base of computer scientists, engineering. I approached these people as said that in 6 months time I wanted to have these things happen. And now we have done this server concept which is scalable up from one pc all the way up to a big ISP hosted platform, so it is following very much the basic structure of the WWW not the Linden model of the closed world.

I understand why they did this and they have done a lot with this model of micropayments. But for real life applications it is not so much how much people are selling virtual goods to each other but how companies are selling content and services from virtual world to real life people. That is more realXtend’s focus - real life applications. We don’t want to compete with Linden we want to coexist with Linden. RealXtend is a free platform so of course anyone can do what they want with it, but it was originally designed to serve real life needs.

Kilpisjarvi Reindeer

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A tour of Arkala Island

Over the last few weeks I have been fortunate to meet many of the talented people who are part of the realXtend team (see my post here about Tony Maninnen of Ludocraft). It was a great delight to be show round by Prof Lunasea the Second Life avatar of Professor François Garnier of Ecole Nationale Supérieur des Arts Décoratifs de Paris who is doing some extradordinary work with his students on Arkala - check it out both on Arkala Island and see their awesome films here.

A screenshot from a short film by de Grégoire PIERRE.

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Spade Dagger the Second Life avatar of Tommi Hollström of Admino showed me some of the work Admino has been doing as the part of the research and development for the reaXtend project. Admino Ltd is a company established by two brothers, Hannu and Tommi Hollström. Company started in June 2003. In the beginning Admino was concentrating in ERP systems and Microsoft products. Admino Ltd was actually third business that the brothers were working together. Tommi show me the Second Life control center for Radio Arkala.

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This is 3d user interface for a real ham radio in arkala radio station. The user can use real radio, change frequency, hear radio, and talk. This is an easy way give anyone chance to try it out. This was first project where we did to extend reality :-). But there are other talented people involved too. Arkala Island is an island of innovations.

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Radio Arkala in Second Life and Real Life

Spade also showed me a project to sell mobile content using L$.

When the user buys content and types in a phone number he gets content directly to mobile phone. The benefit of this from a business point of view benefit is we don’t use visa or sms payment so we save about 30% mobile operator payment in Finland. Usually the operator takes about 30%. We also are also researching selling videos or renting videos.

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With OpenSim server we can male better integration examples for mobile content selling systems. So we can use those databases directly and maintain preview pictures prices, product codes there. Now we have import all preview pictures to SL objects and maintain those here. Its a big problem when we have for example 10000 products.
But the good part about SL is that here is a global currency and it is good for micro payments.

Our biggest problem now in SL is we cannot offer extranet or intranet solutions (we have lot ideas in that area), but
but most big companies won’t put their intranet to SL servers. So we need overall security and a global avatar server, DRM, payment integrations, paypal, itunet, ovi etc. We don’t need make own currency or payment. For example, if we make “3d interface” to itunes, we just need api to use itunes payment.

The Key Issue is the Avatar

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Juha Hulkko: One important thing we saw was - not only did everything have to be open, but that the key issue for this was the avatar. You always have to generate a new avatar for a specific game/virtual world.

The rational behind our avatar server which we are going to publish tomorrow is that for human life for hundreds of thousands of years the interface for how people communicate with each other has evolved in a certain way. We speak to people a certain way, we have body language which we use when we communicate with each other. But during the last 30 years, thanks to Mr. Microsoft and some big companies, they have taught us to sit in front of screens and use computers in a very very certain way. You have to use menus and you have to have to try to figure out what is the reasoning behind this web page before you can buy something, or how you can find information. But we simply saw that why we should not try to reinvent the wheel because Mother Nature has already developed a human interface which we use in real life. And that’s why we decided that it’s time to create completely new avatar concepts.

So if you want to be in the World Wide Web in the future you have to be there and communicate with surroundings as much as possible in the same way you do in real life, because that’s something everybody knows, you don’t have to learn. Of course, children have to learn to speak. But to get back to the natural human interface is why we wanted to make this global avatar project.

We started from very basics. For example, we started to design the avatar for 220 bones. But this physical part is only very small fraction of human life. It’s like in human life you can see people but that is not everything. So we are adding a lot of new features like mimicry. It means if I’m sitting with my laptop I have a small camera here if I smile, my other person smiles. If I cry the avatar cries.

This is very simple example. But you know from artificial intelligence research there are many people in the world who are now looking at these kind of things and looking at how people really interact in real life. We try and make everything open technically so everybody can add new kinds of features to our avatar. For us really the basic idea is to make this kind of avatar platform that enables everybody, who wants to, to embed different kinds of things in this avatar. We are doing this to create a defacto standard for virtual worlds which is based on open interfaces so that people can do what they want with it.

HiPiHi in Public Beta: Interview With Xu Hui, CEO

Wednesday, April 2nd, 2008

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HiPiHi is taking up the challenge of building a managed world with the emphasis on creating a strong virtual economy and a community built around the trading and creation of virtual goods, just at the moment when Linden Lab is beginning to make serious moves to an open grid (see here, here, and here).

While HiPiHi will not focus on real life integrations or enterprise applications, they will provide APIs for enterprises to do that themselves. They will be using the Chinese micro payment system Alipay, by alibaba which unlike PayPal does not have prohibitive costs for micro transactions.

IBM is a “solutions provider” for HiPiHi helping them design a systems architecture that will facilitate running a scalable world with a strong virtual economy. The early focus of HiPiHi is on building an architecture to support the virtual economy.

Toshitaka Jiku, HiPiHi’s new CTO and Executive Vice-President notes: “Virtual goods will be housed in a server for the purpose of creating a market place that will be our vision for an ebay for virtual worlds, so these virtual goods would be portable as opposed to having avatars being portable first.” IBM is also working with Linden Lab in the Architectural Working Group (see earlier post) on scaling and interoperability for Second Life and interoperability and avatar portability is part of the long term vision for HiPiHi.

And, HiPiHi is partnering with Intel to tap more CPU power. It has often been noted that one of the weaknesses of all current game engines and virtual worlds is they do not tap the power of the new CPUs.

HiPiHi has only 40,000 users so the focus of the public beta, which began April 2nd, will be on community building. While they have a future vision of interoperability with Second Life and other platforms based on the Linden Lab technology, the focus, for now, is on building a Chinese community. But they are experimenting with a dual naming system with avatars bearing English and Chinese names because international communication is very much in the HiPiHi vision of the future.

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While HiPiHi plans for some mobile integration early on, IMing friends and inventory management for example, the emphasis at the moment is building the community inworld (also note Second Life’s recent integration with mobile, “Samsung Unveils Second Life..” ). But Toshitaka Jiku, HiPiHi’s new CTO is one of the first to develop a mobile interface for SL. And, Jiku comes from NGI the Venture Capital company that is also backing 3Di, so look for interesting innovation with mobile integration in the future.

While HiPiHi is commonly seen as a mere Second Life clone, the work they are doing with IBM and Intel on the system architecture is hoped to produce some valuable innovation. They are also researching the innovations of realXtend’s client. HiPiHi has a close relationship with OpenSim through their connection to 3Di and with Adam Fisby’s company, Deep Think, that is opening offices in Shanghai. It will be interesting to see how these relationship develop over time. Xu Hui and Philip Rosedale met last year and there is a long term vision of cooperation possible. These connections if they blossomed into cooperation and full interoperability would create a very interesting step forward for positive global development through virtual worlds.

Interview With Xu Hui, CEO of HiPiHi

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Xu Hui, CEO of HiPiHi with Toshitaka Jiku, HiPiHi’s new CTO and Executive Vice-President

Bjorn Lee, Senior Manager, Marketing & International Business Development for HiPiHi, did an excellent job of translating for this interview, not only with Chinese and English but with the skillful and patient way he worked with me to find the essence of some of my long stream of consciousness questions! Bjorn also contributed many insights, and Toshitaka Jiku stopped by with some interesting insights into HiPiHi’s direction.

Tish Shute: Please could you tell me about your vision for the future of virtual worlds?

Xu Hui: The global virtual world industry will be undergoing a revolution over the next few years. What HiPiHi, Second Life and the other virtual worlds have done in the past few years has really been just setting the stage, exposing the world and educating on the possibilities - kind of like a proof of concept for what virtual worlds can do and can’t do. The goal this year for most virtual platforms will be to build system architectures that can truly scale for a massively-concurrent user base, in addition to inter-operability.

Tish Shute: I know that HiPiHi has formed a patnership with IBM. Could you tell me more about this?

Xu Hui: We are working very closely with IBM in terms of building new technical infrastructure for our platform. What this means is that we will specifically be collaborating very closely on aspects such as redesigning our architecture.

Tish Shute: RealXtend has been working on interoperability of virtual worlds with “real life” and working on meshes and facilitating 3D imports. Have you been in contact with realXtend yet?

Xu Hui: We are actively researching what realXtend is doing, as with other exciting virtual world technologies; and will seriously considering integrating them with our new system architecture.

Tish Shute: What is the strategy of HiPiHi re building a community of content developers?

Xu Hui: This is one of the focuses for HiPiHi this year. We are looking into incentive systems for content creation, including monetary and non-monetary forms. For the former, our approach will be to facilitate universal trade and have a secondary market for people to exchange their virtual goods, their creations, their applications, and so on. But in China, the model will be slightly different initially as we favor an ecosystem approach where we work with third-party providers of virtual economy functions and services. An example could be in payment systems, where instead of reinventing the wheel, we could explore ways to facilitate transactions conducted through Alipay, often regarded as the Paypal for China.

Tish Shute: I am a Mac user and, of course, I am really interested to know when there will be a Mac Interface and easy to use english version?

Bjorn Lee: I am a fellow Mac user too, along with an increasing number of colleagues. So do rest assured we have an internal Mac evangelist team! Since December, we have had a very basic English version but our lack of bilingual staff has affected the development of a satisfactory support system, not to mention interface only for English users.

Tish Shute: How big is the market in China for Mac?

Bjorn Lee: It is about 1%. But of course it is out of a larger population base here in China. Despite their relative lack of scale among China users, Mac users here are very enthusiastic, grassroots, and very tightly knit. Macbook Air ads are playing heavily across Beijing too and have garnered strong brand awareness among the younger set of Chinese consumers.

Tish Shute: What are some of the goals for the public beta which is starting in early April?

Xu Hui: The Public Beta will begin April 2. For public beta what’s interesting is this dual naming system that we are developing for the very first time. The first phase is for the current Private Beta users to migrate to the new naming system before we release that naming system to the public.

We expect a fair amount of proactive user feedback in the initial days, as with all things new. But I think it’s a good step forward because it will try to bring together the English and the Chinese speaking worlds. In a “first” for the virtual world, this new naming system displays both your English (that we call international name) and your Chinese name on top of your avatar. Across many in-world interactions such as chat, social networking, and for future commerce , we are trying to break down the language barrier in the virtual world.

But we are trying to do something to move forward in trying to foster multi-cultural interaction, with the foreign audience and local Chinese audience. Because there’s a lot of demand from local audiences here who want to internationalize and meet people from overseas and the same feedback is coming from our foreign users such as Suezanne C. Baskerville who seems very keen on learning some Chinese. She would like to put some Chinese and English on her avatar too - it’s like a social “code”, you start putting Chinese words in your avatar and so you say that you know I’m friendly and I’m willing to speak to Chinese users. And so too for the Chinese because with the English names up there it doesn’t look so foreign to the foreign audience.

In the later part of the year after our new system architecture is up, we will begin to consider micro payment systems. But because we are migrating to this new infrastructure, the initial stages of the public beta will just be to get more people to use the tools and continue to gather feedback.

Tish Shute: “What is the business model for HiPiHi?”

Xu Hui: Our platform is oriented more for the individual users, that is the residents as opposed to the enterprises and the corporate residents. A lot of the features we are adding and a lot of the feedback that we’re taking is user centric. But, as for our relationship with corporate residents, we will be opening a series of programs and that includes opening our API to allow development on our platform by the enterprises. We think of it as a self-service approach, in the form of open APIs and maybe incentive programs for enterprises to kind of drive this for themselves. But we will design and customize the platform more according to our core user group which are the non-corporate users.

Tish Shute: What is HiPiHi’s relation to other virtual world initiatives, e.g., Entropia’s and other virtual world start ups in China?

Xu Hui: My starting point in responding to this is the definition of a virtual worlds in our company’s opinion is an open-ended user-directed environment. User-directed means that users would drive the content creation, the development of not just their own content, but also feed back to the company, and what they hope to see on a platform level. Open-ended also in the sense that they can have a freer rein in creating and managing their creations.

Concerning that kind of concept, as it plays right now in China, we are the only company that really does that. A lot of the other initiatives that have sprouted recently from the interested companies or other startups in this space have more of what we classify as virtual communities which means that they place real limits and constraints on the users ability to create, and actually have more control over their lifestyles in these worlds.

We will welcome other players as they enter too. We actually welcome the entry of others into this ecosystem because it helps this ecosystem grow and mature faster. And, it can only be good for the users to have so many different companies push out their products and try to reach out to them. So it’s good because then they’ll be able to make an intelligent choice and see how fulfilling a virtual lifestyle they want.

Tish Shute: How do you plan to expand beyond China and how will HiPiHi differ in other countries? I know Linden Lab has met some interesting legal challenges as they have expanded globally.

Xu Hui: HiPiHi will be the sole platform operator for China. As for regions outside China we will take a partnership approach to finding local companies which will then operate this platform. They will be licensed and hence operate this world on our behalf. Thus they will be entitled to benefits commercially and so will have to be responsible to bear the legal costs and challenges. This will reduce the amount of legal burden on our side. A US based operator of the HiPiHi platform in US will certainly have to follow US laws to be entitled to collect revenues but also they will have to handle US based law suits.

Tish Shute: Will HiPiHi have a strong ID verification system tying virtual identities to real identities as a way to try and control griefers etc?

Xu Hui: This question itself doesn’t address how we think about identity. First, we are not going to have a very strong link between real world identity and virtual identity because we feel that our focus would really be to improve accreditation of what is popularly known as a reputation system for virtual identities. So we will focus on building an attractive incentive program for avatars to view their virtual identities in our virtual world as opposed to saying that you’re going to tie this virtual identity very tightly to your real identity.

We want to create mechanisms to facilitate and encourage residents to improve their in-world reputation. But it doesn’t mean we’re not going to manage disruptive behavior such as griefing, which is already known to create problems for virtual worlds like Second Life.

We will have a monitoring mechanism for these troublemakers in our virtual world. But our intention is to let the actual policing be done by residents themselves, through self-organized groups and features we provide for them. .

Tish Shute: The next generation of the Linden Lab grid architecture will separate avatar identity from what constitutes their environment. Will you be going in this direction too.

Toshitaka Jiku: (HiPiHi’s new CTO) Our server architecture will have a different focus. Our server architecture picks out virtual goods as an item that we will separate from the others in the sense that we are going to place them on different servers first. So virtual goods will be housed in a server for the purpose of creating a market place that will be our vision for an “ebay for virtual worlds”, so these virtual goods would be portable as opposed to having avatars being portable first. These are just our first steps and it does also mean that avatars would be housed in a separate server. But the focus right now is to make virtual goods portable and enable the virtual economy.

Tish Shute: How is HiPiHi going to deal with issues of protecting IP rights? This issue has become quite a difficult one in Second Life.

Xu Hui: This is a very big question. I am just going to lay out some basic principals. We like the concepts of giving back the rights of a media creation and returning it back to the creator, enhancing the motivation and incentive systems for people to share their creations and so on. A lot of our influences come from Creative Commons - that is the first part. The second part is when IP rights are infringed we understand where we stand in the whole legislative environment. We are not a legislative body, nor can we judge or rule on certain issues of conflict. Hence what we can do as platform is to provide the data but when it comes to actually making decisions in the legislative environment we are going to rely on third-party intermediaries. This could involve bringing in real-world law makers and courts to uphold some of these IP right because we can’t do that ourselves. So we do face limits somewhat similar to Second Life.

Tish Shute: What are your goals with IBM and Intel?

Xu Hui: IBM to us is really a solutions company. They have expertise in almost every single aspect of the IP sector which makes them a very good partner for us because we considering the architecting of our systems across all areas, client, the backend, algorithms and so on. They can help because they are pretty broad in their understanding of all IP areas.

But Intel has a little bit more focus. Intel is the father of the CPU. They are still the best right now in their understanding of CPU performance and we believe they are going to continue to lead this sector. So when we work with them it is going to evolve around the understanding of the CPU unit - what kind of features and abilities are we able to extract and are going to be useful for virtual worlds. I think this is something many virtual worlds have not focused on - that is extracting value from the CPU. And where better to find out how than from the makers themselves which is Intel. So we work across a broad spectrum with IBM, but with Intel we work in the vertical, and we drill very very deep.