Archive for the ‘crossing digital divides’ Category

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.

Virtual Bali

Tuesday, December 11th, 2007

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I am on vacation (sort of) this week. But I did manage to get up early this morning to participate in the UN’s climate change negotiations currently underway in Bali, Indonesia via the Virtual Bali initiative from OneWorld.net, the civil society portal in Second Life (also see the Guardian Unlimited). Dr. Walden Bello executive director of Focus on the Global South was being interviewed by Daniel Nelson (picture above) and taking questions from Second Life.

Daniel Nelson, is streamed live from Bali onto OneClimate island each day, from 12.30pm GMT, in conversation with conference goers about the progress being made.

There is a another important opportunity for Second Life residents to participate in the United Nations Climate Change event in Bali today.

Congressman Edward Markey will be in Second Life.

Congressman Edward Markey (D-Mass.), Chairman of the Select Committee on Energy Independence and Global Warming, has decided to use Virtual Bali, on Second Life, for his speech to the UN Conference instead of spending the carbon to fly there. You can meet him and hear his presentation on the OneClimate island this Tuesday at 8pm EST, 5pm PST and 1.0 am in the UK. Or you can watch it on the web.

The National Physical Laboratory unveils the new interactive model of the remarkable TRUTHS satellite in Second Life

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The new interactive model of the TRUTHS satellite was scheduled to be unveiled in Second Life to an audience at the United Nations Climate Change meeting in Bali. Unfortunately a technical hitch prevented the streaming. But, I was lucky enough to attend in Second Life as the UK National Physical Laboratory Science Fellow, Dr Nigel Fox, spoke and took questions from the Second Life audience. TRUTHS is a vital step forward for an operating system for planet earth.

TRUTHS is a concept designed at NPL, the UK national measurement institute, to help improve the accuracy and traceability of Earth Observation data used in Climate Models to predict Climate Change, and has wide support in the international science community.

The proposed Traceable Radiometry Underpinning Terrestrial- and Helio-Studies (TRUTHS) mission is unique in establishing high accuracy SI traceable data in-flight - a “calibration laboratory in space”. It also offers a novel approach to the provision of key scientific data with unprecedented radiometric accuracy for Earth Observation (EO) and solar studies, which will also establish well-calibrated reference targets/standards to support other Earth Observation missions.

Recently the need for such a mission has been specifically highlighted by the United Nations GCOS (Global Climate Observing System) and WMO GSICS (Global Satellite Inter-Calibration System) committees, culminating in the call for a specific mission by the, US Academy of sciences called CLARREO (Climate Absolute Radiance and Refractivity Observatory) of which TRUTHS is the likely component to meet the solar spectral domain

TRUTHS will be the first satellite mission to calibrate its EO instrumentation directly to SI in orbit, overcoming the usual uncertainties associated with drifts of sensor gain and spectral shape by using an electrical rather than an optical standard as the basis of its calibration. The range of instruments flown as part of the payload will also provide accurate input data to improve atmospheric radiative transfer codes by anchoring boundary conditions, through simultaneous measurements of aerosols, particulates and radiances at various heights. Therefore, TRUTHS will significantly improve the performance and accuracy of EO missions with broad global or operational aims, as well as more dedicated missions.

TRUTHS in Second Life

TRUTHS is being exhibited in the SciLands, at the International Spaceflight Museum and with additional information at NASA CoLab. The UK’S National Physical Laboratory is represented in Second Life by Davee Commerce, Minna Runo, Nigel Comet, and Bing Villiers. You can IM them for more information.

Davee Commerce, NPL, (a.k.a. Dave Taylor in “real” life) demonstrated the fascinating new interactive model to me. I will do a longer write up in another post. This is one of the most impressive Scientific instruments to be modeled in Second Life.

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The TRUTHS satellite contains two sets of instruments:

1/ to measure the Sun – total radiation arriving at the top of the Earth’s atmosphere, and spectrally resolved

2/ to measure the Earth – reflected sunlight viewed through the Earth’s atmosphere

The animations [in Second Life} show these instruments in operation. However, the principle objective of this animation is to illustrate the novel in-flight calibration concept of TRUTHS which allow an improvement in accuracy of a factor of ten over other similar sensors.

Will real data from TRUTHS be integrated into Second Life?

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It was very exciting to hear Dr Nigel Fox present in Second Life. I asked him if he foresaw real data from TRUTHS ultimately being integrated into Second Life. He responded:

It may even be we take it a stage beyond that as a concept. If you think of Google Earth where people are viewing Google Earth and looking in their own back yard or their garden to see if they can see their image from the satellite data. It is perfectly possible with the TRUTHS concept that people, viewers within Second Life, could actually control the satellite and take the data themselves and put it into models, see how the whole thing works, and actually control the satellite. I could imagine having a virtual earth and satellite where we can actually show and control the thing from within the Second Life environment so scientists from around the world can use it to determine what data they want, where from, and when within the Second Life environment.

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Dr. Nigel Fox also has a Podcast on Earth Observation and Climate Change on: http://feeds.feedburner.com/npl-lectures

Here is a short bio of Dr. Nigel Fox taken from the notecard announcing the Second Life event:

Dr. Nigel Fox joined NPL from University College London in 1981 and since that time has been engaged in the establishment and dissemination of primary optical radiation measurement scales. The instrumentation and methodologies resulting from his developments and technical leadership have led to nearly two orders of magnitude reduction in uncertainty in many of these scales and their adoption worldwide throughout the metrological community. More recently he has expanded his interests to include the specific needs of the Earth Observation and associated climate change community. This has led to further international recognition within this specific sector where he represents the UK and the international metrology community as a whole in a number of key committees. Nigel has published more than 100 papers and filed two patents.

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Global Communities in The Imagination Age

Monday, November 19th, 2007

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The serendipity of Second Life has worked its magic again to bring together an extraordinary team with a vision. In a search that looks inward and outward, Rita J. King and Joshua Fouts are asking questions about what it means to be a conscientious global citizen, and the role of virtual worlds in creating global communities.

Recently, I met with Rita J. King, CEO and Creative Director of Dancing Ink Productions (a.k.a Eureka Dejavu in Second Life) whose work as a visionary entrepreneur in Second Life was written up in the New York Times recently, and Joshua S. Fouts (a.k.a Schmilsson Nilsson in Second Life) who directs the USC Center on Public Diplomacy. The center has been awarded a $550,000 grant from the John D. and Catherine T. MacArthur Foundation to explore the role of the foundation in virtual worlds. A second grant has been received since for $250,000.

Rita and I are examining what it means to be a conscientious global community translated through the prism of what a foundation might do to improve upon the meaning of “conscientiousness” and “public good.”

In addition to meeting in New York City, I chatted with Eureka and Schmilsson in Second Life and visited The Windmill that is their work/home and a place to explore virtual expression and creativity.

We discussed how virtual worlds can play an important role in creating new ways for people to form meaningful relationships with each other across boundaries of culture and geography.

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Rita and Joshua are not restricting their activities to Second Life. They are exploring the potential of other platforms too. As Rita pointed out, “Too keep it simple. It is the power of creativity that allows us to connect to each other.”

Gwyneth Llewellyn in a brilliant article on what sets Second Life apart from a wide field of competitors notes:

the biggest reason why we — the inhabitants of Second Life — are so special is because we say what a virtual world is supposed to be. And it’s not just “saying” it; we, the residents, implement it.

But, while Second Life is the exemplar at the moment, the power of creativity will emerge in many forms.

Joshua has joined Dancing Ink Productions as the Chief Global Strategist and is heading up the think tank for the company which is called DIP (Dancing Ink Productions) 150. Rita explained this is based on the idea in Malcolm Gladwell’s book, “The Tipping Point,” which stipulates that over one fifty a group loses its intimacy factor.

So we won’t go over a hundred fifty members. Clients will be able to access the think tank or they can be part of the think tank. They can bounce ideas off the rest of the group.

Business in “The Imagination Age”

I asked Rita how she first came to explore Second Life and her path to virtual entrepreneurship.

IBM was my first client. I’m currently working on a report for IBM about the development of their virtual universe community. A couple of years ago they started off with 15 passionate early adopters, and they ended up over 5000, growing daily and globally working together. So I’m chronicling the evolution of that group for them.

It’s really interesting because the first person I ever met in Second Life was Jessica Qin. She’s wonderful. But I had no idea that she was a star of Second Life when I came in. It was an IBMer who told me about second life to begin with. I just finished an investigative report called “Big Easy Money, Disaster Profiteering on the American Gulf Coast.” A friend of mine, Dr. Clifford Pickover who works at IBM, suggested that I investigate something that was more fun for a change. I said fun things don’t usually require investigation. And that is when he told me about Second Life. I was astonished! I went and checked it out that day. Jessica Qin was the first person I met, on his recommendation. She offered me to live on her island which I still do.

So what IBM is doing in my estimation is transforming from the idea of a multinational corporation toward a globally integrated enterprise.

[Dancing Ink Productions] focuses solely on corporations, universities, any entity that is interested in the emergence of an authentic new global culture in the Imagination Age.

Rita pointed out that a key question facing people in the an age of mass media is how can you emerge and express yourself creatively and make a contribution?

I think that the answer to that is becoming a conscientious global citizen in the most creative way possible, so that your art becomes your life. In other words, you’re not creating music, books or paintings. You can, of course, and that’s a great way to spend time and express ideas, but if you approach your own life as a work of art, everything you do in that framework is something you’re creating, that others can watch and perhaps even learn from, and you can enjoy.

The motion toward life as art is the hallmark of the artist of the conceptual age, the people age.

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The Windmill is where Rita/Eureka Dejavue explores the expressive and creative potentials of living in a virtual environment. The tub behind us, she explained was inspired by a Schmilsson Nilsson.

Schmil can change his skin color from green. When he’s feeling sad, he turns blue sometimes. Angry, he turns red. Green is the Zen state. So one night he was blue, and it was crushing to see. But you can’t FORCE someone to turn green again! So during the course of our conversation he went back to green, and I thought what a great place SL is for expressing the true state of your mind at a given time.

So I decided to set the windmill up with things that are reflective of that. If I am in the tub (or if guests care to take a dip) then it means I have tears to wash away. I don’t have to spend a lot of time chatting about my emotional state of mind. When I get out, it means I’m not crying anymore. The Scheherazade furniture has a similar idea. If somebody has a yarn to spin, we go there. This chaise lounge has two options - to brood and to regress.

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“Immersive 3D is going to completely change the way global cultures interact”

Joshua also talked about how creativity was key to his interest in virtual worlds. Joshua first got interested in virtual worlds through Star Wars Galaxies when Raph Koster was promoting the notion that content in SWG should be driven by the community. Joshua pointed out in 2003 many people in SWG were so passionately involved in creating content that they never followed the quests. Although since Raph’s departure from Sony Online this is no longer the trajectory of SWG.

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I asked Joshua to talk about how he first became inspired by the potential of virtual worlds.

Doug Thomas and I, who work at USC together, have been long time video gamers. For the past ten years we have been having LAN parties. When MMO’s came out, we were very interested in those with the multi-user text based engines and we played those. But then Doug introduced me to this game called Star Wars Galaxies in 2003 (screenshot above from Gamer Shell). He said, “there’s this great game, you don’t have to be Darth Vader or Luke Skywalker. And I thought of you immediately Josh because you could be a chef. You don’t have to kill anybody.”

I got into it and said to Doug. “I guess I should take that as a compliment that you don’t see me as a hero archetype in the world of Star Wars.” That being said loyal friend of his that I am, and long time collaborator, we went in.

I started my account and the first thing that I discovered on the very first day that I entered into the game is that no one in the game is speaking English. In fact there were up to 5 different European languages that I could identify which was Spanish, some Portuguese, Dutch, German and French. I immediately called up Doug and said,

“Doug this is going to change our world. The fact that I am now playing a video game and building these relationships with people that are meaningful because of all these shared experiences.”

It was at that time that we had also just launched the USC Center on Public Diplomacy. Public Diplomacy is usually described as how governments work to build relationships with different cultures. It was at that same point that I met Connie Yowell of the MacArthur Foundation. And I had this epiphany where I said the immersive global nature of video games is going to completely revolutionize the way that cultures interact, the way they perceive each other, and ultimately the way that they get along.

So Doug and I launched the public diplomacy in virtual worlds initiative. The notion was that virtual worlds were going to transform the way people met each other, the way cultures interacted.

What is the role of a foundation in virtual worlds?

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In January this year Connie Yowell invited me to come and present this idea to Jonathan Fanton, the President of the MacArthur Foundation. And they said OK this is great, we’d like to support it. Doug and I wrote a proposal that looks at what is the role of a foundation in the virtual world? The first event was June 23rd when we brought Jonathan Fanton into Second Life. He loved it. Loved it! And now he wants to go back again and apparently this is one of his prized projects. He was very comfortable. He loves getting IM’s to his avatar [I enjoyed sending him an IM too! See my post on The Role of Philanthropy in Virtual Worlds.]

Starting on November 26th with Connie Yowell, Director of Education at the MacArthur Foundation we’re going to start bringing in MacArthur Foundation program officers to talk about what they do.I think it’s going to be difficult for the Second Life community to answer what it is that foundations should do, if they don’t understand what a foundation does.

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Another series we are working on is on developing what we call Exemplars … focusing on key issues that foundations support and doing an event around it.

Rita’s helping us to design these thematic events. They are to help us explore how this space can be used toward the greater public good. Public good is kind of a loaded term. But it’s the best way I can describe what foundations mean.

Then we’re also going to do these exemplar events that will be on civil rights themes, education, national, and corporate.

The MacArthur Foundation is the only major US foundation supporting this kind of stuff right now. There’s this inherent fear that foundations have of the whole video games area. I think many of the major foundations have bought into this media idea that video games are bad. It’s that binary view. One is that video games are corrupting our society. But the new alternative one is that people can get rich off of virtual worlds, which I think trivializes them. My refrain is that they either trivialize or demonize.

There are also plans to stage similar events in HiPiHi in Spring.

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Global Citizens Waging Peace

Recently Schmilsson Nilsson was interviewed by John Jainschigg for a GridTalk on Dr. Dobb’s Island about the meaning of public diplomacy.

He explained that Public Diplomacy is conventionally defined as what a government does to reach out to a foreign public or polity to explain its culture, policies, values, and beliefs. But Schmilsson and Eureka are rethinking this idea and looking at the responsibility of us as individuals and civil societies to communicate with each other as a global community.

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Schmilsson pointed out to the Grid Talk audience:

Public diplomacy is NOT just a U.S. practice. The term may have been defined here, but it is the UK that has implemented it best. One diplomat in the U.S. government, Nicholas Burns, describes public diplomacy as a government’s effort to “wage peace”.

Indeed, I think at its heart “public diplomacy” is about facilitating inter-cultural dialogue. Public Diplomacy’s roots come from propaganda. The earliest days of it was doing counter propaganda to the Nazi propaganda machine.

Diplomacy is government to government communications. PUBLIC Diplomacy is government to people. But I think that Public diplomacy, as I mentioned, has evolved. It is very much people to people.

This conversation is about how we as representatives from other countries and cultures coming together to understand each other. What I mean is that other groups, citizens, civil societies, NGO, non-profits have realized the importance of helping people understand each other. In a way, the PEOPLE have taken back the world. And I think that’s a good thing.

Having a better informed perspective on other countries and how they REALLY are informs you and, hopefully, does something to reduce our tendency toward conflict.

A Platform for Inter-Cultural Communication

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Philip Rosedale, CEO of Linden Lab, in his keynote address at the Managing Virtual Distance conference held by the Institute for International Research in The Disneyland Hotel in Anaheim, CA., made a number of points on how 3D immersive platforms like Second Life can facilitate inter-cultural communication in new ways.

He pointed to the rich communicative capabilities of the immersive environment that provide opportunities for people to cross barriers of language and culture in ways a 2D web site cannot. He gave the example of how opaque a 2D Korean web site was to a non Korean speaking visitor when compared with the experience of visiting a Korean sim in Second Life (picture above).

“Only Open Will Win”

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Philip Rosedale also emphasized the importance of open sourcing the Second Life server technology to ensure the growth of a global community and reaffirmed his commitment to this.

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Many of my Second Life, Facebook, and Twitter friends were at the Managing Virtual Distance event in Second Life. They have put together some great reports already focusing on different aspects of Philip’s presentation. Metaversed has a detailed summary. Arts Place also noted Philip Rosedale’s expression of commitment to open sourcing the Second Life server code.

Tara Yeats has put together a nice concise video report. Fleep did some mo blogging on Twitter and live blogged from Second Life using BlogHud. She commented on her blog: “I was really tickled to have Philip speaking right into my ear through the voice client.” This was the first time also that I have been at a Second Life event that chose to use Second Life voice system to enable a speaker to present remotely to a live and Second Life audience. The set up was simple but effective.

Metamusic

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Dizzy Banjo (Bob Thomas in RL) has an excellent post on Philip’s keynote (some cool Windlight photos of Philip and Torley Linden too). Dizzy asked a visionary question about Second Life that didn’t reach Philip during the event but Torley answered later.

Dizzy Banjo: in 20 years…when the virtual world becomes as compelling as you envisage.. what do you think will happen to the social networks of society.. do you think virtual worlds will ever be able to convey the intricacies of REAL human contact ? Whilst being incredibly positive in terms of sustainability and global innovation - are you concerned about the potential for isolation ?

See Dizzy’s blog for Torley’s answer!

The important role of music in Second Life communities was one of the points that Philip emphasized.

Dizzy Banjo is a pioneer and leading advocate for the development of the Second Life soundscape (see his recent post on the Metamusic Roadmap). Dizzy described the work of Metamusic to me in this way:

Music and sound in Second Life is definitely getting more attention lately from Linden Lab. Personally I think we need ‘Windlight for audio’. That’s the kind of qualitative difference we need, if not more. Far more of our perception of space happens through audio than most people think. If we could create a real sense of place through sound ( as well as music of course ) Second Life will be far less like the “cartoon version” of reality which many people refer to it as. Metamusic has really been about trying to find out what people want to do with music and sound, and how we can implement it.

JenZa Misfit has some great photos of a recent meeting of Metamusic and the many Lindens who have been attending.

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Virtual Worlds and Digital Divides - joining the conversation

Monday, November 19th, 2007

White African noted last week that in “The Best of Blogs, “there’s a number of African blogs in there” and a lot of activity over the last month in the African blogosphere.

The BOBs - Map

The nominated blogs include two from Africa:

Recently, when Joshua S. Fouts (a.k.a Schmilsson Nilsson in Second Life) who directs the USC Center for Public Diplomacy was interviewed by John Jainschigg for Grid Talk on Second Life, much of the latter part of the talk was spent discussing issues of digital divides with the audience.

Schmilsson noted that among other infrastructure challenges in Africa, “40 countries on the African continent do not have reliable Internet access. Thus, they are not a part of our conversations here. This is a major problem.” The conversation that followed covered a number of the hotly debated issues around the role of technology in situations where food, water, clothing and medicine are pressing needs.

This is an ongoing debate at Uthango’s Virtual Africa project (for more about this see Africa’s Second Life, Our Virtual Reality). Uthango are also coming up with creative ways to connect global virtual communities. They are currently organizing a BLOG CARNIVAL. The Grid Talk discussion on Public Diplomacy indicated there is much interest from Second Life residents in the topic of Infrastructure development in Africa. The blog carnival is an opportunity to connect this conversation to the wider online community and African bloggers in particular. Alanagh Recreant of Uthango explained:

We believe that Africans offer a unique perspective on global issues and all stops should be pulled out to increase their authentic presence in virtual worlds.

The BLOG CARNIVAL topic is: “Infrastructure as an Enterprise Enabler in Africa.” The carnival is managed by the acclaimed blogger Benin Mwangi (currently with African Path and respected writer for Global Voices Online, Africa Ready For Business).

It is really simple to participate by using the little form provided here:
http://blogcarnival.com/bc/submit_1680.html

Do you have any article or would like to say anything about INFRASTRUCTURE development in Africa? (This could include IT infrastructure or property or any other kind…)

Choose a blog article to share, and note its Permalink URL.
Fill in the other fields (hint: copy and paste!), and hit Submit .

Uthango’s Virtual Bike-a-thon

Uthango Social Investments is blazing the trail for African participation in immersive virtual worlds like Second Life while continuing to work at all levels of community development, on-line and off-line. Part of the registered not-for-profit company’s work include asset-based community development to identify gaps and find resources for adequate infrastructure, such as small business ‘incubators’ and shared community ICT facilities.

Another related ongoing project from Uthango in Second life is the [e]bizikile fundraising drive for a specific Opportunity Center in a Cape Town community for unemployed job seekers. Uthango’s Directors speak about transference from SL to RL and vice versa. They point out the [e]bizikile project could be an example of their attempts to do just that! Real life bicycles are also for sale as part of the project and will be donated to an African family in rural Africa.

“In many parts of Africa, bicycles (and mobile phones) are the appropriate technology to drive the local economy,” says Enakai Ultsch of Uthango.

Second Life residents can purchase virtual African bicycles designed by Shukran Fahid of !BooPeRFunK! for L$250 and next year, participate in a grid-wide virtual bike-a-thon (for more Ambling in Second Life). I picked up my bike at the November 15th launch party.

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What The Metaverse Can Teach The Paraverse: Don’t be boring!

Sunday, November 11th, 2007

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Last Saturday I went to the Book Party (and after hours party) celebrating the launch of, “Second Life Herald, the Virtual Tabloid that Witnessed the Dawn of the Metaverse” by Peter Ludlow (Urizenus Sklar in SL) and Mark Wallace (Walker Spaight in SL).

The book, a history of the Second Life Herald which began in 2004 as The Alphaville Herald in The Sims Online, comes out at a very interesting moment.

The sun is rising higher on the metaverse(s) and there is much speculation about a bright day to come in some quarters (e.g. Ugotrade), more skepticism and a wait and see approach from others (e.g., Gartner), and fears of a “high noon” kind of show down between a “bottom up” user generated creation culture versus “top down” corporate control (e.g. Second Thoughts). For a thoughtful look at “Do virtual worlds liberate us?” see Ren Reynold’s post on Terranova.

Ludlow’s and Wallace’s book not only looks at a crucial time for the metaverse, its birth, it is also a study of some of the most important questions about the metaverse’s expansion. One question that motivates my own writing is quoted by Ludlow and Wallace in their intro. Legal scholar Lawrence Lessig in his 1999 book, Code and Other Laws of Cyberspace:

the very architecture of cyberspace is up for grabs: “Depending on who grabs it, there are several different ways it could turn out.”

Ludlow/Wallace’s approach to this challenge is very different from my own. I focus on the blurring of virtual and real worlds and how this access and control to data and meta data that will certainly empower business and government can also be available to benefit people and the planet. Also I try to keep people who do not yet have access to cyberspace in the conversation where possible. Ludlow and Wallace, on the other hand, focus on stories from some of the first people who began living much of their lives in the metaverse and “the conflicts between the owners of virtual worlds and their users, and between groups of users, and between individuals.”

I found myself aware of The Herald’s “mission” very soon after I began blogging about Second Life. Prokofky Neva, with a typically irreverent Herald turn of phrase, dubbed me “the chirpy whitewasher from Ugotrade” (here ) for taking too lenient an attitude, apparently, to a notorious griefer. And, in the body of the post, I was lumped fairly and squarely in the camp of the chief Herald antagonist, Philip Linden, (aka Philip Rosedale, CEO of Linden Lab) who got a wicked Herald tongue lashing for what was described as his “granola crunching fatty huffing way” of dealing with the same griefer.

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For those of you who were in Second Life during the time this book covers hopefully it will bring up narratives and memories that you might have otherwise forgotten. For late sleepers who missed out on the “dawn,” Ludlow and Wallace provide an opportunity to catch up (also see LA Times Review).

For me the book provides an opportunity to look deeper into the question of what the metaverse has to teach the paraverse and visa versa by providing an intimate “Herald style” history of a metaverse, Second Life, that has truly succeeded in creating communities around user generated content.

Zha Ewry, a key metaverse architect and thinker I met in the Architectural Working Group in Second Life, said something that I have really taken to heart recently. Though Zha herself said it with a *chuckle*:

I sometimes, when I am feeling.. difficult.. assert that I don’t really trust the judgment of anyone who has never

1) Lived in Second Life or Everquest Online, or The Sims Online long enough that they can get 20 or 30 residents who count them as someone they know by name and behavior

2) Cracked at least half way up the level structure in World of Warcraft, Everquest, or similar

3) Managed some sort of small social community (wiki, bbs, moderated maling list..etc)

The Ludlow and Wallace team have done all of these three things and done them deep. So when Ludlow and Wallace talk I prick up my ears. On the left Urizenus Sklar and on the right Walker Spaight at his wedding to Destroy TV.

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The Metaverse and The Paraverse

Exactly how and when the metaverse(s) and paraverse(s) like Google Earth and NASA’s World Wind actually evolve (and likely merge) to become a phenomena that millions or rather billions of people participate in is unpredictable at this juncture. But the consensus is that is will happen soon.

My own optimism for the future of the metaverse is based on an underlying proposition that the blurring of the lines between “virtual” and “real” worlds can be an exciting and liberating juncture for humanity and the planet (see many previous posts). I asked Peter Ludlow the same question I asked Cory Doctorow in London (see previous post):

1) What happens when Virtual Worlds become flooded with data from “real life” objects, geo- positioning, etc., and extreme life–logging enters virtual worlds? Or as Cory D. rephrased it: “What happens when cyber space everts?”

Peter Ludlow:

well, the blowback of info from RL might be useful for some applications of virtual worlds, but I always found virtual worlds to be fun and interesting precisely because the bandwidth of communication with the real world was *narrow*. I don’t want that crap coming into my virtual space — it kills the atmosphere and sense of presence.

I don’t doubt that massive info blowback will have a role in virtual worlds, but that is the point where they aren’t really virtual worlds anymore but just boring communication devices — information rich telephones.

So if the blurring of the virtual and the real is inevitable (which in my view it is) and I agree with Ludlow that mere blowback of data into virtual worlds is potentially a boring phenomenon: “What can the metaverse teach the paraverse?” And, “How do virtual worlds avoid becoming just another boring communication device?”

“What is most likely to become boring when the lines between virtual and real worlds blur is the physical world.”

As David Orban pointed out as we chatted in skype:

My view actually of the blurring is not that the online worlds will be invaded by the physical worlds’ data but absolutely the other way around. The richness and variety of the online worlds will explode into the physical via interfaces and mashups and we will look back and see the physical world as boring and static.

“Huh, a tree that doesn’t even tell its own species?” without the augmentation, or “How could you meet people who didn’t send ahead their v-agents?”

“If you can drape real information across the physical world there is no reason why you can’t drape imaginary information over the real world.”

Mike Liebhold from the Institute for the Future said this in his presentation at the Stanford University’s Metaverse Meetup (much more on his presentation later in this post).

This room may be a conference room in Wallenberg Hall. But with a click of a mouse or a flip of a switch, I could convert this room into a meeting room on Starship Enterprise. Or right outside the walls in the quad in Stanford you could have a Medieval Tournament going on. You can drape total fantasy, total fiction, total imaginary reality on the physical world.

He showed an example of some dramatic new thinking in the world of video games - a mock up of a game idea from a Nokia sponsored research program in Finland. And Liebhold noted, this is only a hint of the kind of ideas people are working on.

How Not To Be Just Another Boring Communication Device.

And even if cyber space everts it will not become just another boring communication device if the read-write culture that has defined the metaverse (exemplified by Second Life) continues to flourish.

Again I refer to the brilliant Larry Lessig who in his TED talk points out that read only culture was ushered in with the telephone. Lessig demonstrates how the digital age has created new opportunities for read write culture again, even though many of our laws are at odds with this.

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In my view, whether virtual worlds remain the heart of a reemergence of read write culture or turn into “boring communication devices” is not so much about “massive info blow back” itself, but more about how the culture that has arisen around social networking and user generated content, again the great exemplar of this is Second Life, is worked out in the confluence of metaverse, paraverse, and meat space.

My interview with Peter Ludlow was conducted by email because the book party was too much fun. I could not ask one of the hosts and a man in demand to retire into a quiet corner. The book party was also a metaverse meetup and packed with Second Life movers and shakers including, Nathan Freitas of Cruxy, Joshua Fouts, Rita J. King of Dancing Ink Productions (Eureka Dejavu in SL - see her blog for more on meetup), Marvel Ousley (see he post on SLNN), Andrea Foster of The Chronicle of Higher Education, Eric Reuters, Jessica Segal (aka Pica Paperdoll, Electric Sheep Company, Andy Fundiger, Marshall Sponder (see his post), Morton Swimmer, California Condor, Donald Schwartz Image Link Productions, Dean Pence, and many many more. I posted some pictures to Flickr.

Notably the party was held in 3rd Ward the artists/entrepreneurs city in a warehouse that is home to WelloHorld - the start up that is the brainchild of co-author Mark Wallace, with Christian Westbrook and Jerry Paffendorf. They are on stealth mode so Mark declined an interview until their launch. But I did snap this chart pinned to their office door that might give some clues to their direction.

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The after hours party that Peter hosted back in the Marriot by the Brooklyn bridge was also too entertaining to interrupt. It included both a screening of Peter’s screenshots taken through “dawn of the metaverse” and a very rock ‘n roll drama with the hotel security who were bent on ending the party early. In the picture below Ron Blechner (aka Hiro Pendragon) talks with Peter Ludlow about Peter’s early experiences in Second Life. Mark Wallace is on the left and Boris Kizelshteyn of Combined Story (aka Adonis Bussy in SL) is seated on the couch.

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Interview with Peter Ludlow.

I collaborated on questions for Peter with my friends Gwyneth Llewelyn, David Orban and Hiro Pendragon. I will indicate which are their questions.

1) Who/what will be the future competition to the SL - based metaverse?

As you probably know, there are lots of alternatives to second life under development, but I continue to believe that ultimately Trevor Smith of Ogoglio has it right: the metaverse is not going to take off until we have widely available web 3.D development tools in the hands of tens of thousands of website designers. When that happens we will each be building our own little corners of the metaverse and supporting them on our desktop computers. Communications protocols will govern how we move between these worlds and what we can take with us.

2) Your current work is in RL on Philosophy of Language? The new book you are working on - is it a collaboration with the Prof. from NYU I met briefly at the party?

There were a couple of profs from NYU at the party. I’m not collaborating with them, however David Velleman has interesting things to say about narrative and avatars and agency, so I recommend that your readers check out his web site.

Right now I’m working on a book on the philosophy of generative linguistics, which has to do with conceptual puzzles that arise in computational/representational linguistic theories like Chomsky’s. Basically I’m obsessed with that at the moment.

3) What is the future of the SL Herald as an SL institution and what will be your role in it? Will the Herald go the way of SL Insider and start to cover 20 other MMOGs like Massively. That is will it become the Metaverse Herald? (This question was suggested by Gwyn)

In the past the Herald has covered other MMOs, but in the way that a hometown paper covers other towns. Typically we would only cover events in other MMOs if they involved a political protest or some dispute with the game company.

The Herald will stay in Second Life at least until our readers and the people we report on move elsewhere. That is, we aren’t really reporting on Second Life so much as a community that currently resides there. We followed them from TSO, and if they go nomadic on us again we will follow them.

4) What is the relationship between Peter/Uri -similarities/differences? Do you have alts and avatars in other verses? (Hiro’s question)

We all have many different avatars that we use in everyday life. We dress and act differently depending on whether we are conducting business, socializing or whatever. If you think of these ways of acting and dressing as modes of presentation, then you see that it is the same as using an avatar to present yourself or mediate your social interactions with others. Like you I have lots of different alts and avatars even in the real world. You’re talking to one of them now!

5) The digital doesn’t fossilize in one out of a billion specimens, but allows perfect preservation of time-sequences, in the changing metaverse. This means that unavoidably in time it is going to become richer than the physical world itself. How are we going to equip ourselves in coping with this? (Question from David Orban)

it can’t become richer than the actual world because information has to be encoded in physical states of the world. That having been said, I’ve never been impressed by the preservatory aspects of the digital so much as the fleeting and fragile aspects of it. This has been made salient to me by my years in Second Life. I’ve seen so many interesting builds and groups come and vanish. Part of the project of our book was to preserve some of this history. But rereading the book yesterday I was reminded of a lot of events that didn’t make it into the book and may be lost forever.

More generally though, digital media does not give us perfect preservation. You can’t fight the second law of thermodynamics. High entropy will trump low entropy, and there will be lots of bit rot between now and the heat death of the universe.

6) Are we living in a simulation? (David Orban)

There’s a philosopher at Oxford who says that there is something like a 75% chance that we are. But I’m going to go out on a limb and say “I don’t think so.” Actually, I know we aren’t, but if you want that story you have to take my course on skepticism.

7) What is the future of identity and IP in the open metaverse? The call for identity authentication grows louder by the day.

Identity shouldn’t be a problem. It should be possible to establish identity even for avatars using a version of public key encryption for digital signatures. IP is another matter. Technologically, preserving IP is getting close to impossible, but on the other hand if the US Congress keeps passing draconian laws that “give” IP rights for patents like crustless peanut butter sandwiches well then maybe it can be preserved by old fashioned meat space head cracking. Zero tolerance for crustless peanut butter sandwiches. Sell one and you go to prison. The only question is how much of that kind of crap people will put up with. When they finally figure out it is a scam (of if they do) then that will be the end of IP.

8) Is the blurring of the lines “between us and them” - human and machine the “high noon” of the metaverse? Or as Ben Goetzel writes here in his post on Global Brain Memes. ” I think this ties in with Ray Kurzweil’s point that by the time we have human-level AGI, it may not be “us versus them”, it may be a case where it’s impossible to draw the line between us and them…” (Also see David Orban’s Conversation with Ray Kurzweil on YouTube).

I don’t buy this for a nanosecond. First of all, is there even such a thing as “general intelligence”? I’d be surprised. “intelligence” is just a covering term for a basket of cognitive abilities that we prize. If you are impressive at enough of those abilities we say you have intelligence. It’s like athleticism. There is no single property of athleticism, there are rather lots of different physical abilities that we prize. If someone has enough of them we call that athletic. When we say something is “intelligent” we are just saying that we are impressed by it. I remember when playing tic tac toe counted as “intelligent” in AI. It doesn’t anymore because the problem is too easy. We aren’t impressed by it anymore.

Now, on the question of whether we are becoming indistinguishable from machines (and I can’t help but think of Blade Runner here) I am also dubious. First of all, I seriously doubt that we will ever see a machine that can pass the turing test for any significant amount of time and broad range of contexts. But that just goes to the question of whether we could be fooled in conversation. The real question is whether machines are actually like us, and here the real problem is that we have no idea what *we* are like. We have just a glimmer of a picture of the nature of our cognitive architecture and zero idea how that architecture supervenes on our wetware. Well, if we don’t know what we are like, then it is difficult to know how to build something like us. It is not an engineering problem. It is a basic science problem. If we knew *what* to build I don’t doubt we could build it. But what to build?

The State of Play

If you are unfamiliar with the state of play between paraverse(s) and metaverse(s) Susan Kish has an excellent roadmap. My friend VJ also has a nice collection of paraverse links tagged in Delicious. In her report, “Virtual Worlds: Second Life and The Enterprise,” Kish notes, “The combination – whether a Google Life or a Second Earth or another similar entity - could be the ultimate enterprise in Virtual Worlds.”

The question is also: Will this confluence be as important and beneficial to non-profit centered enterprises. For example, the notion of Amazon.org is a social software entity that Bruce Sterling evokes in Shaping Things.

And, of course, very importantly, the question that Peter Ludlow raises - will the confluence NOT be boring.

3D Data For Real Virtual Worlds

I was fortunate to attend the very inspiring presentation of Mike Liebhold from the Institute for the Future titled, “3D data for real world virtual worlds” at the Stanford University’s Metaverse Meetup organized by Henrik Bennetsen. The meetup was streamed into the International Spaceflight Museum in Second Life last week. It was an amazing lens into the state of play in the paraverse. Henrik published the talk abstract before the event:

Abstract 3D data, maps, and software will change the way we compute and interact with spatial services. Moving beyond simple texture mapped terrain and boxes, new 3D mapping frameworks are rapidly evolving into platforms for real world virtual world media, interaction, commerce, and science. In this talk I’ll review work of various groups who are building different components of a 3D Geoweb. I will first describe how their 3D data and software will work as a platform for a 3D real world virtual world, and then, what kinds of new applications and user experiences might be developed on these platforms, and then finish with a brief discussion of prospects and mechanisms for data interoperability allowing users to create, discover, use, and exchange 3D data across platforms.

And Leibhold truly covered everything outlined above! The fascinating talk will hopefully be posted to the web soon here. But there is a very entertaining and thought provoking post up on Wrxli FlimFlam’s Second Life blogSecond Front already. I chatted a little with Wrxli who is a performance artist with Avatar Orchestra Metaverse during the meetup and look forward to more conversations.

Highlights of the talk - Leibhold’s responses to some of the questions.

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Once again I asked the question that came from call to action that Cory Doctorow made in my previous post:

1) How can the kinds of data visualization and aggregate statistical information about the world that are frequently only available to big companies and used by them in order to realize profit and control also be put into the hands of individuals?

Leibhold’s response was concrete and detailed but due to the sound cutting out in parts I will have to refer to the recording myself when it is posted here later this week for all the details. But Leibhold mentioned several examples including police crime maps that were increasingly available, and the sensor web project at Microsoft where they have networks of all kinds of environmental sensors out there available freely in GRSS format on Microsoft Virtual Earth. Leibhold pointed out the sensor web architecture at Microsoft is built on common standards will work on a variety of sensors. He continued:

We are also seeing a lot of sensor data collected by life scientists and physical scientists available. A lot of biological information and weather information is going to come on line. There are citizen sensing projects Eric Paulos at Intel Labs, Berkley who has being doing all kinds of things using mobile phones as sensors. There is a group at UCLA called CENS (Center for Embedded Network Sensing) that has a whole project to allow citizen sensing. And Nokia has a project called Sense Web, I think. And they have sponsored research programs at about ten universities world wide to come up with interoperable standards and mechanisms for ordinary people to create and share 3D sensor information and to visualize it as well.

Another very interesting point he made re a larger vision of interoperability was that:

while there was division between the worlds of geospatial standards, the worlds of scene rendering and Hollywood, the video game worlds, CAD, Google will prosper. And Google is creating defacto standards around KML and Collada that we are all going to have to live with.

But when I raised the notion that Second Life’s expansive vision for a new open grid architecture might mean noting that, in my view, “Second Life is also the furthest along re open sourcing of the 3D immersive worlds” (someone from Sun disputed this assertion pointing out Project Wonderland has been open sourced top to bottom since March, and I realized I should have limited my assertion to previously closed immersive virtual worlds). But Leibhold’s response was interesting:

I would dispute the fact that Second Life is furthest along. I think that quite frankly I believe that any day now Google is going to announce avatars and avatar based social networks for Google Earth and the rumors are rampant that they have already tested it. And if that is the case they are farther along. There are structural problems with the computer server architecture in Second Life that restrict the kinds of applications you can run. I think that Second Life is one of the greatest social experiments but technically I think they are going to be eclipsed.

I had IMed Ginsu Linden at the start of the meetup to offer him a TP (teleport) if he wanted to attend. But unfortunately he was busy. But, of course, immediately I shot off an IM to him reporting this prediction of Second Life’s eclipse by Google’s imminent launch of avatar based social networks for Google Earth! Ginsu sent me back this reply:

[8:32] Ginsu Linden: Thanks Tara5. I am actually really looking forward to Google’s entry into the market. Will give people something to chew over.

Yes, it will! And IMed my friend Zha Ewry too reporting this prediction of Google supremacy. In response she pointed out how much depended:

19:25] Zha Ewry: on how Google approaches things,and how much freedom they give their residents, if they are even at all residents, not merely transitory avatars. It will interesting to see how they do at running it.

And of course there is the Linden Lab initiative to restructure the Second Life grid to be watched and participate in through the collaborative effort of The Architectural Working Group.

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To return to the theme of this post:

The very architecture of cyber space is up for grabs, and: “Depending on who grabs it, there are several different ways it could turn out” (Lessig).


Don’t Miss the Next Stanford Meetup!

The event is taking place on Thursday, November 29th, 2007 from 6:00pm – 7:30pm SLT/PST and to attend via Second Life you go here:

http://slurl.com/secondlif e/Spaceport%20Bravo/66/74/184/

Physically it is at:

Wallenberg Hall, Stanford University

Jamais Cascio writes about the intersection of emerging technologies and cultural transformation, focusing on the importance of long-term, systemic thinking. His work regularly appears both in print and online, and he has spoken around the world on issues such as the global environment, technological transformation, and political change. In 2003, Cascio co-founded WorldChanging.com, the Utne Independent Press Award-winning website identifying models, tools, and ideas for building a “bright green” future. In March, 2006, he started OpenTheFuture.com as his online home. Cascio presently serves as a research affiliate at the Institute for the Future, as the Director of Impacts Analysis for The Center for Responsible Nanotechnology, and as a founding fellow at the Institute for Ethics and Emerging Technologies.

Talk abstract: The Metaverse — what does it include, where is it going, and how will it change our lives? Based on my work for the Metaverse Roadmap Overview, I’ll look both at the underlying technologies of the Metaverse and at the social, cultural and economic impacts it could have.

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Eolus Goes OpenSim

Monday, October 22nd, 2007

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Eolus One is developing what I think might be the first major business application using OpenSim. OpenSim is the BSD Licensed Open Source Initiative that has evolved from Second Life. Eolus has several client projects that will utilize the secure virtual control centers to improve and document facilities management with sites on OpenSim.

The picture shows the architecture of the system with the OpenSim, SAP and Building Automation Server (VWCI) part of the Eolus One facility management project.

Bruce Sterling at the end of Shaping Things” asks for humankind to start to make “decent technology:”

This whirring, ultra-buzzy technology can keep track of all its moving parts and when its time inevitably comes, it would have the grace and power to turn itself in at the gates of the junkyard and suffer itself to be mindfully pulled apart. It is a toy box for inventive meddlesome humankind that can put its own toys neatly and safely away.

If you are not yet in tune with “the internet of things” here is a music video Royksopp’s “Remind Me” that Sterling suggests is some kind of “spime” theme song.

The closing words of Sterling’s great visionary book on “spimes” and “the internet of things” are:

Its not enough to think about that, or even write about. If it is to be any use to humankind, it will have to get done.

This post is about some people who are doing it!

See the exclusive interview with Oliver Goh and Michael Osias later in this post!

This giant step in the integration of “real” and virtual worlds on OpenSim comes out of a meeting of two minds and the integration of the two virtual world interfaces.

Oliver Goh (avatar Eolus Mcmillan on Second Life) is a paradigm engineer for the large Swiss civil engineering and construction company Implenia Global Solutions pioneered the Eolus Virtual Worlds Communications Interface that communicates between Second Life and most common building protocols (see my earlier post). And Michael J. Osias, Chief 3D Architect for the IBM IT Optimization Business Unit (avatar Illuminous Beltran) Michael (see my earlier post) is the architect of a virtual worlds integration middleware - The Holographic Enterprise Interface.

By integrating the capabilities of their two virtual world interfaces - the Eolus’ VWCI solution with the IBM middleware (HEI) - they are creating a virtual cockpit on OpenSim with extensive capabilities. Michael gave the analogy to Nasa’s mission control.

We’ve got the facilities data (from the Eolus VWCI) and IT data using the shared infrastructure (HEI) and rendered together. To use an example, like mission control for NASA, They’ve got rockets, they’ve got computers, they’ve got people on the ground, but they build this control center, because the want to know whats going on with any of that stuff. So its all integrated into a single operational picture.

Eolus One is creating on OpenSim one of the first (always risky to say the first) Platforms for the Facilities Management Industry (see my earlier post on “The Operating System for Planet Earth”). But before continuing this story here is a quick primer on Eolus One.

Eolus One – the Future of Facilities Management.

I blogged the Eolus One’s launch of their public sims and Virtual Worlds Control Interface in Second Life at the beginning of July (see here). At that time, Eolus One in Second Life had already an exhibition hall showing the early development of the VWCI, a demonstration of a virtual operations center and several protoype/use cases showing the cabilities of VWCI, a better planet initiative including Uthango Social Investments and SODIS, and regular music programs led by the amazing Jaynine Scarborough. But since then Eolus has been expanding fast behind the scenes.

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Oliver Goh has led the the charge on Eolus One putting together several collaborations that range from “future retail center” (an initiative with Migros, SAP Research, HP) to a control center for an international hotel chain, and a project with the University of St. Gallen to produce a prototype for a “smart” apartment for an elderly person called “Independent Living.”

“Independent Living”

“Independent Living” is an innovative home health care solution using sensor technology, medical monitoring devices and a modern communication infrastructure to help seniors live safely and independently at home.

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The virtualisation of an elderly person’s daily movements, sleep, medication routines, and vital signs through a PCM - personal condition monitor - worn on the wrist (see picture below) will allow a health care worker to see easily if something is wrong, or out of the ordinary, and to make the appropriate intervention.

PCM – Personal Condition Monitor

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The PCM (device detail above) reports to the Eolus VWCI at all times during the elderly persons sleeping and waking activites.

- The PCM is the size of a wrist watch, it monitors the vital stats (Temp, pulse, motion) of the person
- it is gps enabled
- has a button to manually activate an alarm
- automatic danger detection (posture, motion, body temp)
- automatic or manual delivery of alert

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Nokia n810 and VWCI

Eolus is working on a project to use the Nokia N810 to enhance the possibilities of the VWCI. The enhancements made will be in the area of Parts Management, Plant Maintenance and Field Service.

- reduce time to invoice by 55%

- compliance to service level agreements

- faster service delivery (increase in service revenue)

- improve customer satisfaction

- increase field productivity by 25%

- using maEmo and OS2008 to bring new services to the service teams

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“Smart” buildings - making a visionary idea happen

Eolus One is not just bringing the facility management processes into virtual worlds to increase energy efficiency, CO2 reduction and transparency of energy consumption which are now global necessities. Eolus is taking the vision of “smart” buildings into new territory by exploring many ways to bring the previously “dead” systems that we live and work in (dead in the sense that up until now these structures and the appliances in them have been unable to communicate to us) into an online virtual environment where we can have a dynamic relationship with all the objects and infrastructure we depend on. So the world of objects can contribute relevant information and content to our lives.

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The pictures on the left are the