Archive for the ‘The Mobile Space’ 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.

If The Metaverse Goes Wrong…..

Monday, December 3rd, 2007

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If the metaverse goes wrong it’s going to be a “dark world”
with only a few points of light, Jamais Cascio said in his talk to Stanford University’s Metaverse Meetup that was also streamed in Second Life. The topic was: The Metaverse — what does it include, where is it going, and how will it change our lives? But, as Cascio notes on his blog here, during the meetup he “got into a discussion about what happens to control over one’s own information in a world of information saturation.”

But while Cascio pointed out many of the ways which the metaverse by “making visible the invisible” (Bruce Sterling) can enable us to make smart and hopefully wise choices about our world, his presentation had a cautionary note. He said he is a “clear eyed optimist.” He believes that the future is in our hands. And, we need to make the right choices and build the future we want.

We are living in an exciting moment as these technologies are emerging today.

But we live in a world of “asymetric transparency” where people who have economic, political, social and religious power have the ability to know what we are doing and we don’t have the reverse unless we go through a lot of trouble.

Questions about digital public space and control of you own persona are keys to whether the “metaverse goes wrong” or not.

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Cascio showed the slide (opening this post) of the George Orwell Plaza in Barcelona which is surrounded by surveillance cameras. Brad Templeton has argued that widespread transparency technologies will inevitably be corrupted and co-opted by those in power. Templeton argues:

If you put in place the tools which would make a police state possible, they make the police state inevitable. Repressive states are real; near-panopticons are real; transparent utopias are hypothetical.

See here for Cascio’s look at the privacy debates from the Accelerating Change Conference 2004 with David Brin, author of The Transparent Society ,who argues “that surveillance technologies are here, and we should fight to make sure that they are two-way, and not just in the hands of elites” and, Brad Templeton, chairman of the board at the Electronic Frontier Foundation).

Jamais Cascio’s has put forward the notion of a participatory panopticon. This idea is exemplified in the Witness project which provides video cameras to human rights activists around the world in order to document violations and abuses. Cascio suggests a similar model might work for an “Earth Witness” project, “a second superpower” army of networked environmentalists:

imagine a web portal collecting recordings and evidence of ecological problems (human-caused or otherwise), environmental crimes, and significant sources of greenhouse gas emissions.

Cascio has suggested designs for an earth witness phone.

During his talk, Cascio gave several powerful examples of the potential for a participatory panopticon to benefit people and the planet. He mentioned the work of Dr. Larry Brilliant who is famous for his role in eradicating smallpox. Brilliant is now Executive Director of Google.org. One of Brilliant’s current projects is to skim info out of public databases and newspapers from all over the world and construct a map to aid in a prediction about where the next pandemic might come. But the question of privacy loomed large in Cascio’s talk.

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“Privacy is what they take away when they want to torture you.” The Earl of Spencer

The above quote was side by side in Cascio’s slide of surveillance cameras in George Orwell Plaza, Barcelona. While privacy advocates are winning some battles, notably in the recent changes by Facebook to the Beacon advertising system (see New York Times, CNET and MSNBC for more):

[they] will allow users to “opt-in” to sharing information through the service, which broadcasts purchases made on outside websites to Facebook users’ friends.

MoveOn.org, the on-line advocacy group commented that this was a “big step in the right direction.” But, we are still a long way from a situation where surveillance technologies are not primarily in the hands of elites. Albumoftheday reveal serious “big brother” underpinnings to Facebook.

I visited Eben Moglen, founder, Director-Counsel and Chairman of Software Freedom Law Center, recently (the interview is upcoming in next post). Moglen is deeply concerned that:

An entire generation of people are now fundamentally mis-reasoning about what it’s like to behave in surveillance spaces, who are being led to the slaughter in a very unpleasant fashion, in which they have agreed to move large parts of their private life into instrumented environments, big brother houses, built by people who want to use that data for the purpose of influencing their behavior economically and in other ways. And, they don’t have informed consent. And, they don’t have structures of regulatory intervention.

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I attended Cascio’s talk as my avatar Tara5 Oh (above) in Second Life. Henrik Bennetsen was fielding questions from Second Life, so I asked Jamais Cascio two questions that have stuck in my mind since talking with Eben Moglen. The whole of Cascio’s talk will be posted to the web here soon. But, here is a transcription of Cascio’s reply to the questions I asked:

“Is store it yourself fundamental to freedom in the 20th Century?” and, “Who gets the logs?”

The question of who gets the logs is actually does summarize very nicely the fundamental dilemma of this kind of environment. Because who gets the logs is really a proxy for who gets control. Who ultimately has the final say in what we do with the information we create about ourselves. I think that it would be wonderful if we could have complete individual control over that information. That is however unlikely. So rather than rail against the unfairness of it all, and rather than simply lying back and accepting it, the choice here is to really fight for as much as we can, to try to be active, be vocal, be responsive, and push for whatever you can get, as much as you can get, knowing that ultimately the compromises that will emerge. And it will be a compromise as something that will be the best you could get as opposed to something that was just imposed upon you.

Jamais in his post meetup blog post continues to examine the question: “If privacy is effectively unattainable, or the institutions to protect privacy are too weak to withstand the relentless expansion of Internet observation, what recourse would those wishing to maintain some control over their external visibility have available?”

He makes a provocative suggestion:

One possible alternative: intentional misinformation about oneself, reducing the “signal to noise” ratio of networked transparency.


A Fine Balance - privacy and identity portability

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On November 21st a workshop was held in Second Life to look at “How can you protect your privacy in virtual worlds?” This workshop was part of a “real” life event: “A Fine Balance 2007 - Privacy enhancing technologies: How to create a trusted information society” held in London. The keynote speaker, Paul Ledak (IBM, USA) and chairman: Jan Camenisch (IBM, Zurich), pointed out that a key area of “fine balance” is “maintaining privacy while enabling identity portability.” Protecting privacy poses some challenges to the goals of interoperability because large parts of the metaverse might end up to be shared reality only to a community of trusted peers.

Organised by three of the UK’s Knowledge Transfer Networks (KTN), and supported by the European Commission, A Fine Balance 2007 is an independent forum for discussing privacy in relation to the development of new technology (see Knowledge Transfer Innovations).

Building on last year’s event of the same name, this year’s conference discusses the development and integration of technologies which can build privacy into new devices and services at the design stage.

Privacy Enhancing Technologies (PETs) will encourage industry to recognize that valuable emerging technologies can be designed with privacy and data security in-mind from the outset. Full details may be found here.

On May 2nd, the European Commission adopted a Communication “Promoting Data Protection by Privacy enhancing Technologies (PETs)” in which it calls for stepping up research in and development of PETs. In this context, the outcomes of this event will be taken under consideration by the European Commission in its formulation of upcoming work programmes for funding calls in this area of the FP7 - ICT programme and will influence the direction of future research in the fields of privacy and technology.

The original European Commission Communication can be found here:

There is an interesting argument by Kightlinger that the different approaches of the US and EU may not be as different as they appear. (The European Union (EU) adopted comprehensive privacy legislation in 1995 and special privacy legislation for electronic communications in 2002.) While the EU emphasis is more on the need for bureaucratic control to “protect” individual privacy the US emphasis more on the need to “protect” individual “freedom.” Kightlinger argues that debates about the relative merits of the two regimes, regardless of differences in detail, strengthen the hold of a the same post enlightenment paradigm where “we find ourselves living in the culture of bureaucratic individualism, and debates about public policy issues predictably become debates about which side of the dyad, individual or bureaucracy, to emphasize at any given time.” And the important point he makes is how very hard it is to see these issues from other viewpoints.

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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.

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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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Cory Doctorow - A Reverse Surveillance Society

Wednesday, October 31st, 2007

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“Surveillance is all about when people in authority know a lot about you. Instrumentation is when you know a lot about the world,” Cory Doctorow, Craphound.com, boingboing.net

When we spoke at the Virtual Worlds Forum in London last week, Cory Doctorow outlined a vision of how ways individuals tap into data and metadata to create instrumentation in “virtual” worlds might be thrown out into the “real” world to give people more agency there.

Cory D. turned my initial question inside out and gave a brilliant glimpse of something a little like Bruce Sterling’s idea for an Amazon.org. Amazon.org is a social software entity that can answer questions. Questions about our world. Questions about objects. “What questions? Not the profit-centric questions that obsess Amazon. The serious questions.” (Shaping Things)

“The Inverse of the Surveillance Society”

Me: What happens when Virtual Worlds become flooded with data from “real life” objects, geo- positioning, etc., and extreme life–logging enters virtual worlds?

Cory: Well this is like Spook Country the new Gibson novel – What happens when cyber space everts – hmmm? I’m not sure I have anything very pithy to say on that EXCEPT………

Apart from all the traditional kind of overlay reality stuff, if there is one thing I am actually interested seeing from a virtual world migrating to the real world its instrumentation.

I think lot of things that are characteristic of very successful internet based business is that they are extremely finally instrumented so like Amazon knows in aggregate on a second by second basis how their site is being used by people and they can twiddle the dials in real time.

As users of the world we have very little access to that kind of instrumentation. We don’t even know how the tube is running. The tube knows how the tube is running and we kinda of don’t. I would be really interested in seeing that. You’ve seen Joi Ito’s WoW interface right. Have you seen it …

Me: Ummm no! [But I have now. Joi Ito sent me a Flickr link to his photo. Thanks!]

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Cory: When they are doing a raid at a certain point the number of instrument panels on his screen actually eclipses all of the vision of the raid you no longer actually see the raid. You are experiencing WoW through a purely numerical and data visualization system.

There are different abstraction layers at which you can experience the world and one of them is through the instrumentation of it. It is in some ways the inverse of the surveillance society.

Surveillance is all about when people in authority know a lot about you. Instrumentation is when you know a lot about the world. And it allows you have more agency. When people know a lot about you it takes away your agency.

Me: So is that on the lines of personalized virtual operation centers – like MySpace’s with instrumentation….?

I don’t have this fleshed out into a nice solid like a non abstract thing. But the thing that I have been noodling with is what if all the kinds of data visualization and aggregate statistical information about the world that big companies use in order to realize their enormous profit and control over us as individuals was in our hands.

This is a little like Bruce Sterling’s idea of an Amazon.org [see page 111 Shaping of Things] where all the data from the positional and temporal characteristics of all the objects that we own were in aggregate visible and available so that we can mix and match them remix them understand them and have more agency in the world.

I think that empiricism, measurement, understanding more about the world is the thing that the Enlightenment is grounded in. Like being able to write down how the world works using objective measurements being able to compare them with other people in terms of peer review and experimentation that is the core of what makes us contemporary human beings – post enlightenment, non alchemic, non superstitious, empiricism grounded people.

Being able to understand what is going on the world – How much RFI is there right now where I am standing? What frequencies is it running on? What are the aggregate histograms? Tell me about it. Are people looking at the web around here, or talking on their phones, or sending SMS? Am I in a spot where the thermal signature of lots of people is high or low? What was it like ten minutes ago? Is this typical or atypical of the characteristic histogram of thermal and electromagnetic energy in this space for this time, year on year, day on day, and hour on hour?

Just knowing that and knowing it on some liminal way where your clothes feel different based on whether the room is typical or atypical. That is a really interesting thing to know.

Games do this all the time. You know a lot about the way the game is performing by things like audio cues, like coloring cues, Also by cues that have to do with network jitter. You hop onto a shard with like a zillion people on it that shard performs differently. You don’t know when you walk into a room necessarily what the activity level in that room is, especially if it is a room subdivided by a lot of physical baffles and things that hide what is going on from you. But you know when you walk onto shard whether it is an active or inactive shard.

So can we grab all that stuff that lets us know a lot about the virtual world and exert agency over and influence over it and throw it into the “real” world.

That what be very cool.

A Global Virtual Worlds Open Source Community

Open Standards are frequently cited as a key part of what will make virtual worlds “fit for business.” But for a reverse surveillance society where virtual operations centers could be universal information resources for all of us open sourcing and open standards are also the key to tapping into the myriad data streams currently only available to business and government.

At the Virtual Worlds Forum in London the virtual worlds open source community was not on one panel together. But they were a small but noticeable cohort that caught my attention.

Of particular note was the presence of Adam Frisby of OpenSim, Adam Johnson of 3Di and Bjorn Lee of HiPiHi. HiPiHi and 3Di are both funded by the ngi group, Inc. And 3Di are developing a virtual worlds platform Jin-sei based on OpenSim. 3Di is now in a partnership with Mixi (the largest social networking site in Japan with over ten million users) developing virtual worlds on the Jin-sei platform. OpenSim is the BSD Licensed Open Source Initiative that has evolved from Second Life.

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Some 3Di employees using Jin-sei

“3Di, Inc. believes its innovations will be the key to developing the new 3D Internet.”

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The picture above shows the location of the 3Di offices in Tokyo - a location that may turn out to be significant.

3Di, Inc., a Tokyo based subsidiary of the Japanese holding company ngi group, Inc., aims to revolutionize the way virtual worlds and the web work together. 3Di, Inc., as an international company based in Japan, is uniquely positioned in the underdeveloped Japanese and Chinese markets to deliver language and culture sensitive solutions, while still maintaining a global perspective. 3Di, Inc. believes its innovations will be the key to developing the new 3D Internet.


Drivers of the 3D Internet:

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Every time I saw Ian Hughes of IBM (far left) and Adam Frisby of OpenSim (next to Ian), Adam Johnson of 3Di, and Bjorn Lee of HiPiHi talking together. I couldn’t help thinking wow: “I am witnessing the team that will pioneer the 3D internet.”

So I decided to interview these four to who seemed to me to be already well on the way to being a global virtual worlds interoperability team.

While there were many interesting stories to tell at the Virtual Worlds Forum, I focused my attention on players who seemed to be weaving the following five virtual world threads together.

1) social networks 2) user generation 3) open source/standards 4) 3D immersive 5) social gaming

I also spoke to Ginsu Yoon, from Linden Lab. Linden Lab has been making interoperability and the movement to create open standards for virtual worlds a priority. But as Ginsu Yoon spoke from the podium on Linden Lab’s expansive vision for a 3D internet and podcasts will be available on the VWF site, I did not do an individual interview with him. But we spoke a couple of times. And I ran by Ginsu the direction of my thinking.

The essence of these chats was that the interoperability of virtual worlds would not come from top down from a “standards committee.” Rather standards of interoperability would be worked out from the bottom up by people coming together to actually work on the architecture, e.g. in groups like the Architecture Working Group that is attended by OpenSim, IBM, and many others.

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In the picture above David Orban shows a delighted Ginsu Yoon his new Second Life viewer an: “Immersive stereoscopic projection of a life size screen covering 180 degrees of vision, connected to the live grid, tracking the avatar with ultrawideband emitters, created by the University of Milan and Eximia, in Italy.” David has posted a video gives a full explanation of “Real 2nd Life” on his blog, so check it out!

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Interview With Adam Johnson: Movable Life & 3Di

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The picture above shows Steve Prentice of Gartner Research (famous for his quote earlier this year that “80% of active internet users will have a “second life” in the virtual world by the end of 2011″) talking with Adam Johnson of 3Di and Bjorn Lee of HiPiHi.

Me: Could you introduce yourself please Adam?

Adam: I’m Adam Johnson. I’m working for a 3Di a company based out of Japan. We have our own virtual world platform and web services between virtual worlds connecting them. The Capital company is called ngi Group. It’s the number one incubator company out of Japan. We started about four months ago and now we have a virtual worlds platform, Jin- Sei, which is based off the open source software OpenSim. We’re marketing that towards B-to-B right now. On the services side we have Movable Life, which is a web-based Ajax client for logging into Second Life through a browser or iPhone. We’re working on other mobile interfaces as well.

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Me
: Why did you think Movable Life and this OpenSim application got launched in Japan as opposed to here?

Adam: That’s a good question, I’m not really sure. I think because in Japan a lot companies are really starting to look at virtual worlds. Because in Japan everyone has the same notion that virtual worlds are just going to explode and probably in the near future be more popular than in other countries. Japan will be like a hub for Virtual Worlds, I guess.

Me: And how did you get involved because you’re obviously American.

Adam: I was working at ngi Group before actually. So I had been living in Japan for 2 years.

Me: ngi is the investment company?

Adam: Right. We’re fully owned by ngi Group - the incubator company.

Me: So you were working for the venture capitalist company?

Adam: I was working for another startup and then I just transferred when they started this company.

Me: So what’s your job title?

Adam: I’m Project Leader for Movable Life.

Me: Why did you choose OpenSim?

Adam: we were just looking for ideas on what open source tools there are already to get our own virtual world platform off the ground. The best one out there at that time was OpenSim so we decided to go full on with Open Sim and LibSL and get involved. So Movable Life is based on LibSL as well so we’re very involved with open source community.

Me: Is Movable Life open source?

Adam: Movable Life code is proprietary at the moment, but we’re looking at open sourcing that in the future.

Me: So what physics engine are you using for OpenSim?

Adam: For our platform Jin-sei, we’re currently using the open source ODE at the moment. But we’re looking at maybe going to Havoc in the future.

Me: I know in the Open Sim that we’re using only about half the scripting is implemented. Is that still the same with you?

Adam: Yes, but the core of the scripting engine is based on C-Sharp, it has a C-Sharp engine. For user scripting it’s about half implemented. But server side we can do C-Sharp full on.

Me: What can Movable Life run on?

Adam: It runs on the iPhone. So it’ll run on Safari, Firefox, Internet Explorer, or Opera, anything.

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Me: How how far have you got in terms of making OpenSim a grid or making it interoperable with Second Life?

Adam: We’re doing a lot of performance testing now. And for Jin-sei we just have a partnership with Mixi where they’re going to be running private virtual worlds using our platform. They have more than ten million users. Mixi is Japan’s number one social networking site. My Space tried to go in there and they totally failed.

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Me: That’s interesting!

Adam: The Mixi deal will at first be a limited private test for a certain group of Mixi users, just to get good data on how everything is performing. We have a lot of large companies that are really interested in using Jin-sei for several different things, private and public.

Adam: Right now I’m focusing on creating a virtual hub for all of the virtual worlds. This is my project. We have two different sides, we have our platform and then we have our Movable Life Hub.

Adam: Movable Life comes from LibSecondLife and right now that’ll connect you to Second Life, and soon to an OpenSim grid and Jin-sei.

Adam: The goal is in a few months we’ll have a new version coming out which will kind of merge all of them together. So you log into Movable Life and you’ll have a central portal to each virtual world. Movable Life is not a virtual world. It’ll be like a web service to combine them all. It’ll combine anything using OpenSim or Second Life, probably HiPiHi later on. We’re working with some Japanese companies as well for their virtual worlds. We want to connect all of them if possible.


Cory Doctorow and Bjorn Lee of HiPiHi

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I recorded part of the conversation between Cory Doctorow, Bjorn Lee from HiPiHi and Adam Johnson of 3Di (with their permission of course!) about social networking in immersive virtual worlds versus social networking in less immersive spaces.

Raph Koster of Metaplace was not able to fly out of Southern California because of the wild fires so I couldn’t follow up on what had been an interesting debate on 2D versus 3D social networked spaces at the San Jose Virtual Worlds Conference and Expo. If Raph had been there I would have loved to ask him some questions about interoperability and Metaplace also. Ian Hughes of IBM talked with me about how Metaplace’s use of RESTful APIs will create many interesting possibilities. And I had a long conversation with Bruce Joy CEO of the newly launched Vast Park which potentially will be interoperable with Metaplace.

Cory D. on the place of social networking sites in an increasingly immersive 3D future?

In response to questions from Bjorn (HiPiHi) and Adam (3Di), Cory Doctorow argued persuasively why from a social networking point of view less immersive 2D spaces might hold their place alongside immersive virtual worlds. I turned on my iPod recorder mid-stream in the dialogue.

Cory: ………[re how to drop] a whole bunch of people you don’t like very much who’ve recruited you into their social circle. The best way to do it is to say oh you know I am just tired of Facebook. Not like you people all bother me. Its like I just not using Facebook anymore. You just stop logging in. That’s the reason not like deleting you account in a huff. Just kind of slowly disengage from Facebook. They can see you haven’t updated your Facebook in 6 months. You are just kinda not there anymore. Then you just delete your account and no-one cares anymore. That’s like a socially neutral way of disengaging from a group of people who you had to friend and who friended you.

The cost of blowing off your social network is pretty low because the value of your social assets which is the articulated social network of people you like is offset by the negative value of the articulated network that is wrong where you have named all these people as your friend.

In a virtual world the problem is confounded by the acquiring of assets that actually have real world monetary value whether that be a currency or objects that can be bartered for a currency. So blowing off you WoW account actually costs something. It has a monetary expense as well. Its not that people don’t do it. But they often do it on mass as the game gets less fun for some reason.

Like when SWG re-factored and it got less fun and everyone left. One of the things that contributed to that was WoW lit up and a whole bunch of SWG players said I’ll go and play WoW for a week and SWG was just kind of empty so the value of those assets blew up. So it cost less to leave SWG after SWG crashed and so people were willing to leave.

But if you have to wait until the game crashes before you can blow it off that means you have this complicated relationship where you have to remain friends with people you don’t like or abandon your virtual goals. That is a terrible conundrum to be in. I think there will be elements of this. But I don’t think that is going to take it all over.

Bjorn: My question was more about the fact that in a virtual world’s social networking site the main difference is a sense of place. Your have friends and you want to hang out in the Mall, for example, you can’t do that in a [2.D] social networking site. But a virtual world is like going to a Mall you can go there see who is there, hang out with people, you can use hand gestures, and communicate through text and sound…

So now that now technology has advanced to a stage whereby text based social networks on which you can just send pictures and videos are pretty primitive. Do you think this kind of social networking site will still be prevalent in the future?

Cory: So its a really interesting question. I think that we are typically pretty bad at evaluating the long term costs of our actions. This is one the big privacy problems. We sell our privacy very cheaply and subsequently regret it because it costs us a lot when we’ve sold our privacy. But we don’t find that out until one year or two years later. Or we buy DRM media and we don’t realize how much that cost us until it is time to throw out your iPod and buy a competing device right.

So I think people will be willing to migrate into social networks that are on games because I think it will be on crack. I mean all the monkey pleasure of laying out the pictures of all your friends and all the grinding pleasure of doing all that game stuff and all the cyber sex and all the rest of it. Its going to be like on crack.

But how many times will you going to be willing to do that. Cuz you are going to have to blow it off eventually. And are you eventually going to say to your self, “oh shit this sucks. I am bankrupting myself every eighteen months in order to escape the people I don’t like very much.” And that’s really tricky. I don’t know. I think that might leave a place intact for social networking sites.

Adam 3Di: What if you had different levels of privacy in virtual worlds where you could throw them into this group where they don’t get to see as much information on you.

Cory: Its very hard to prospectively evaluate the cost of adding someone to a friend list. That’s the problem. You have to know a priori to know what level of trust to assign to that friend to. Then you get into this thing, where people are like, “Am I on your A list, your B list, or your C list.” And you become one of these self obsessed terrible, obnoxious … you become one of these people who in 8th grade who had the list of good people, medium people, bad people, sub bad people. That’s not reflective of a natural social dynamic. Now it may in fact push back - its kind of a nightmare scenario - what if it does push back? What if that actually does become the organizing principle by which we establish our social relations in the “real” world. Are you an A person or B person for me? But I just kinda hope we don’t get that.

Interview with Adam Frisby about OpenSim

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Adam Frisby discussing architecture? with Ian Hughes of IBM

Me: Please could you introduce yourself Adam.

Adam Frisbee: I’m the executive director of a company called DeepThink Labs. We’re an international company with people in the UK, US and Australia. I started off last year working on the LibSecondLife project which just basically built a protocol description of the Second Life protocol.

We’ve built a programming library from that which allows you to connect in third party applications into the Second Life grid. In early January, just after the Second Life Client source code was released, another developer called Michael Wright developed a piece of software