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	<title>Comments on: Tribal Media: Changing The Game With OpenSim</title>
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	<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/</link>
	<description>Augmented Realities at the Edge of the Network</description>
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		<title>By: UgoTrade &#187; Blog Archive &#187; IBM &#38; Linden Lab Launch Protocols for Virtual World Interoperability</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-36852</link>
		<dc:creator><![CDATA[UgoTrade &#187; Blog Archive &#187; IBM &#38; Linden Lab Launch Protocols for Virtual World Interoperability]]></dc:creator>
		<pubDate>Wed, 09 Jul 2008 11:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-36852</guid>
		<description><![CDATA[[...] led the way re innovation with OpenSim technology (see my posts here, here, here for realXtend and here for Tribal Net). And, both are now in early discussions with OSGrid re interoperability. Charles [...]]]></description>
		<content:encoded><![CDATA[<p>[...] led the way re innovation with OpenSim technology (see my posts here, here, here for realXtend and here for Tribal Net). And, both are now in early discussions with OSGrid re interoperability. Charles [...]</p>
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	<item>
		<title>By: UgoTrade &#187; Blog Archive &#187; New Release from realXtend and Modular Integration into OpenSim</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-35373</link>
		<dc:creator><![CDATA[UgoTrade &#187; Blog Archive &#187; New Release from realXtend and Modular Integration into OpenSim]]></dc:creator>
		<pubDate>Wed, 02 Jul 2008 20:46:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-35373</guid>
		<description><![CDATA[[...] for OpenSim: Adam Frisby: It would nice say to take the meshes from reX and say the set up and easy way to get a sim on line from Tribal, and you mix that with plain OpenSim and you have a fantastic [...]]]></description>
		<content:encoded><![CDATA[<p>[...] for OpenSim: Adam Frisby: It would nice say to take the meshes from reX and say the set up and easy way to get a sim on line from Tribal, and you mix that with plain OpenSim and you have a fantastic [...]</p>
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		<title>By: Danton&#8217;s Open Source Blog &#187; Blog Archive &#187; Promise and Problems of TribalNet</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-34904</link>
		<dc:creator><![CDATA[Danton&#8217;s Open Source Blog &#187; Blog Archive &#187; Promise and Problems of TribalNet]]></dc:creator>
		<pubDate>Mon, 30 Jun 2008 20:34:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-34904</guid>
		<description><![CDATA[[...] first learned about TribalNet by reading a post on UgoTrade&#8217;s blog. As UgoTrade explains, TribalNet is a new web application based on OpenSim and which introduces a [...]]]></description>
		<content:encoded><![CDATA[<p>[...] first learned about TribalNet by reading a post on UgoTrade&#8217;s blog. As UgoTrade explains, TribalNet is a new web application based on OpenSim and which introduces a [...]</p>
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		<title>By: Danton Sideways</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-28299</link>
		<dc:creator><![CDATA[Danton Sideways]]></dc:creator>
		<pubDate>Fri, 30 May 2008 07:38:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-28299</guid>
		<description><![CDATA[Iâ€™ve started reading the &quot;Metaverse Roadmap&quot; (from metaverseroadmap.org), about the 3D web. When I put that together with the above description of a decentralized grid, and your posts about the RealXtend viewer, I start to have an idea where the 3D web could be going.

First, I should say that while the possibility of people running sims off of their own computers is interesting, websites are generally run off of remote servers on web hosting services, so my vision of the 3D web is based on that classic model. The root idea is that the standard protocol for 3D worlds needs to stay SIMPLE. When Berners-Lee developed the original web protocol in the early 1990s, other developers were working on much more complicated systems, and criticized the web&#039;s lack of advanced functions. But it was precisely this simplicity that made it universal. Likewise, the 3D web needs to be based on a simple standard protocol, with any more advanced functions provided by plug-ins.

Thus the individual 3D website will be a virtual world using the standard protocol. Your avatar will be embedded in your browser, and will be automatically generated when you enter any new world. Teleporting from one world to another will use an address that takes the form of /world/sim/coordinates, and IM from one world to another will use an address of the form /world/avatar (or maybe just /unique_avatar, without being world-specific). Each world will have its own map, but it is useless to try to put the different worlds on a map, just as there is no &quot;map&quot; of websites: you just click from one website to the next without worrying where each is &quot;situated&quot; in cyberspace. More advanced functions in particular worlds could be provided by plug-ins to the 3D browser - on the condition that the basic simple protocol is still respected.

Am I the first to have said this, hehe, or at least some of it?]]></description>
		<content:encoded><![CDATA[<p>Iâ€™ve started reading the &#8220;Metaverse Roadmap&#8221; (from metaverseroadmap.org), about the 3D web. When I put that together with the above description of a decentralized grid, and your posts about the RealXtend viewer, I start to have an idea where the 3D web could be going.</p>
<p>First, I should say that while the possibility of people running sims off of their own computers is interesting, websites are generally run off of remote servers on web hosting services, so my vision of the 3D web is based on that classic model. The root idea is that the standard protocol for 3D worlds needs to stay SIMPLE. When Berners-Lee developed the original web protocol in the early 1990s, other developers were working on much more complicated systems, and criticized the web&#8217;s lack of advanced functions. But it was precisely this simplicity that made it universal. Likewise, the 3D web needs to be based on a simple standard protocol, with any more advanced functions provided by plug-ins.</p>
<p>Thus the individual 3D website will be a virtual world using the standard protocol. Your avatar will be embedded in your browser, and will be automatically generated when you enter any new world. Teleporting from one world to another will use an address that takes the form of /world/sim/coordinates, and IM from one world to another will use an address of the form /world/avatar (or maybe just /unique_avatar, without being world-specific). Each world will have its own map, but it is useless to try to put the different worlds on a map, just as there is no &#8220;map&#8221; of websites: you just click from one website to the next without worrying where each is &#8220;situated&#8221; in cyberspace. More advanced functions in particular worlds could be provided by plug-ins to the 3D browser &#8211; on the condition that the basic simple protocol is still respected.</p>
<p>Am I the first to have said this, hehe, or at least some of it?</p>
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	<item>
		<title>By: Dusan Writer&#8217;s Metaverse &#187; Tribal Net: Decentralized Grid on the OpenSim Framework</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-27609</link>
		<dc:creator><![CDATA[Dusan Writer&#8217;s Metaverse &#187; Tribal Net: Decentralized Grid on the OpenSim Framework]]></dc:creator>
		<pubDate>Tue, 27 May 2008 12:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-27609</guid>
		<description><![CDATA[[...] Posted on UgoTrade is a long and fascinating dissection of Tribal Net&#8217;s OpenSim for PC, as well as a long interview with Tribal Media&#8217;s two founders, Darren Guard and Stefan Andersson. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Posted on UgoTrade is a long and fascinating dissection of Tribal Net&#8217;s OpenSim for PC, as well as a long interview with Tribal Media&#8217;s two founders, Darren Guard and Stefan Andersson. [...]</p>
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	<item>
		<title>By: Living with Robots, bits of information &#171; Worte,Zeichen,Bilder</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-26882</link>
		<dc:creator><![CDATA[Living with Robots, bits of information &#171; Worte,Zeichen,Bilder]]></dc:creator>
		<pubDate>Sun, 25 May 2008 08:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-26882</guid>
		<description><![CDATA[[...] &#8220;We see a virtual web world much more like the Web works today. Instead of a closed bubble, we should have an open, networked model. One size never fits all, so people should be able to make content on their own computers and share it with others, professionals should be able to make their own applications and run on their own servers, or to have it hosted on reliable hardware. Content should also be much more moveable, people should be able to transfer objects not only between worlds, but also via the web, blogs or e-mails. Tribal Net lets them do that. Our goal is to supply the tools to make this vision come true.&#8221;//tribalnet::via:UgoTrade [...]]]></description>
		<content:encoded><![CDATA[<p>[...] &#8220;We see a virtual web world much more like the Web works today. Instead of a closed bubble, we should have an open, networked model. One size never fits all, so people should be able to make content on their own computers and share it with others, professionals should be able to make their own applications and run on their own servers, or to have it hosted on reliable hardware. Content should also be much more moveable, people should be able to transfer objects not only between worlds, but also via the web, blogs or e-mails. Tribal Net lets them do that. Our goal is to supply the tools to make this vision come true.&#8221;//tribalnet::via:UgoTrade [...]</p>
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	<item>
		<title>By: mtyas. com - music, art, video, machinima, virtual worlds, e-learning &#187; Tribal Net, lets all own our own Opensim Island</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-26069</link>
		<dc:creator><![CDATA[mtyas. com - music, art, video, machinima, virtual worlds, e-learning &#187; Tribal Net, lets all own our own Opensim Island]]></dc:creator>
		<pubDate>Thu, 22 May 2008 11:02:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-26069</guid>
		<description><![CDATA[[...] few days ago, while reading UgoTrade&#8217;s great blog, I discovered a great new initiative around Opensim, called Tribal [...]]]></description>
		<content:encoded><![CDATA[<p>[...] few days ago, while reading UgoTrade&#8217;s great blog, I discovered a great new initiative around Opensim, called Tribal [...]</p>
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	<item>
		<title>By: Prokofy Neva</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-25792</link>
		<dc:creator><![CDATA[Prokofy Neva]]></dc:creator>
		<pubDate>Tue, 20 May 2008 07:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-25792</guid>
		<description><![CDATA[If it is so wonderful and open, why is it called &quot;Tribal&quot;? Tribal suggests conformism, groupism, keeping people in line for the good of the group, etc. Sounds like the machine whereby all the openness of opensource is clawed back.

I&#039;m also puzzled by the celebration of non-persistence. The heart of SL has been that you can come to a place and see it and interact with it even if the owner isn&#039;t there. That enables people in different time zones and with different schedules to collaborate or interact more casually. To have the whole thing shut down just because your are offline seems limiting -- if the whole point of decentralizing the virtual world grid is putting the burden of computation on people&#039;s individual computers, why would it be necessary to blank out the view and access centrally for something hosted on your own computer?]]></description>
		<content:encoded><![CDATA[<p>If it is so wonderful and open, why is it called &#8220;Tribal&#8221;? Tribal suggests conformism, groupism, keeping people in line for the good of the group, etc. Sounds like the machine whereby all the openness of opensource is clawed back.</p>
<p>I&#8217;m also puzzled by the celebration of non-persistence. The heart of SL has been that you can come to a place and see it and interact with it even if the owner isn&#8217;t there. That enables people in different time zones and with different schedules to collaborate or interact more casually. To have the whole thing shut down just because your are offline seems limiting &#8212; if the whole point of decentralizing the virtual world grid is putting the burden of computation on people&#8217;s individual computers, why would it be necessary to blank out the view and access centrally for something hosted on your own computer?</p>
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		<title>By: Web Games: Grow at 101gr.com</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-25274</link>
		<dc:creator><![CDATA[Web Games: Grow at 101gr.com]]></dc:creator>
		<pubDate>Fri, 16 May 2008 17:39:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-25274</guid>
		<description><![CDATA[[...] 8-MAX 9-Speedcat Hollydale 10-Mariuca 11-Complain Complain Complain 12-Mariuca&#039;s Perfume Gallery ...Tribal Media: Changing The Game With OpenSimAnd, I was very interested in web and 3D integration. Thatâ€™s actually how I stumbled upon Darren, [...]]]></description>
		<content:encoded><![CDATA[<p>[...] 8-MAX 9-Speedcat Hollydale 10-Mariuca 11-Complain Complain Complain 12-Mariuca&#8217;s Perfume Gallery &#8230;Tribal Media: Changing The Game With OpenSimAnd, I was very interested in web and 3D integration. Thatâ€™s actually how I stumbled upon Darren, [...]</p>
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	<item>
		<title>By: Tony</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/comment-page-1/#comment-25118</link>
		<dc:creator><![CDATA[Tony]]></dc:creator>
		<pubDate>Fri, 16 May 2008 02:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453#comment-25118</guid>
		<description><![CDATA[I&#039;m not sure why Darren suggests that you aren&#039;t allowed to copy your data out of Second Life. In looking over the TOS, it does appear that LL owns the account and the data, but you still retain copyright of any content you create. I&#039;m not a lawyer, but it would seem to me that the characteristics to anything you make in SL would be what was copyrighted. 
This means if you were able to export that data (say through libSL) then it would merely be storing your copyrighted content in another form (say as a backup) as long as you owned the copyright to that material.
With your data stored off of LL&#039;s servers, you would then be free to import it into opensim or vice-versa at will.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure why Darren suggests that you aren&#8217;t allowed to copy your data out of Second Life. In looking over the TOS, it does appear that LL owns the account and the data, but you still retain copyright of any content you create. I&#8217;m not a lawyer, but it would seem to me that the characteristics to anything you make in SL would be what was copyrighted.<br />
This means if you were able to export that data (say through libSL) then it would merely be storing your copyrighted content in another form (say as a backup) as long as you owned the copyright to that material.<br />
With your data stored off of LL&#8217;s servers, you would then be free to import it into opensim or vice-versa at will.</p>
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