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	<title>UgoTrade &#187; interoperability of virtual worlds</title>
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		<title>&#8220;OpenSource, Interoperable Virtual Worlds&#8221; at VW 2008, LA</title>
		<link>http://www.ugotrade.com/2008/08/27/opensource-interoperable-virtual-worlds-at-vw-2008-la/</link>
		<comments>http://www.ugotrade.com/2008/08/27/opensource-interoperable-virtual-worlds-at-vw-2008-la/#comments</comments>
		<pubDate>Thu, 28 Aug 2008 00:10:05 +0000</pubDate>
		<dc:creator><![CDATA[Tish Shute]]></dc:creator>
				<category><![CDATA[free software]]></category>
		<category><![CDATA[interoperability of virtual worlds]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Metaverse]]></category>
		<category><![CDATA[open metaverse]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[virtual communities]]></category>
		<category><![CDATA[virtual economy]]></category>
		<category><![CDATA[virtual world standards]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Web 2.0]]></category>
		<category><![CDATA[Web 3D]]></category>
		<category><![CDATA[Web3.D]]></category>
		<category><![CDATA[World 2.0]]></category>
		<category><![CDATA[Fashion Research Institute]]></category>
		<category><![CDATA[IBM and Linden Lab protocols for Virtual Worlds]]></category>
		<category><![CDATA[IBM in virtual worlds]]></category>
		<category><![CDATA[interoperable virtual worlds]]></category>
		<category><![CDATA[Open Grid]]></category>

		<guid isPermaLink="false">http://www.ugotrade.com/?p=1614</guid>
		<description><![CDATA[OpenSim is designed for interoperability innovation. Adam Frisby explains: By allowing easy customization and extension, we can test and refine interoperability protocols very quickly and efficiently. The interconnect with Second Life (TM) was developed by David Levine, IBM, in only a number of days (David Levine on the right, Adam Frisby, left). Please join us [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/adamanddavidlevinepost.jpg"><img class="alignnone size-full wp-image-1652" title="adamanddavidlevinepost" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/adamanddavidlevinepost.jpg" alt="" width="450" height="299" /></a></p>
<p><a href="http://opensimulator.org/wiki/Main_Page" target="_blank">OpenSim</a> is designed for interoperability innovation. Adam Frisby explains:</p>
<blockquote><p>By allowing easy customization and extension, we can test and refine interoperability protocols very quickly and efficiently. The interconnect with Second Life (TM) was developed by David Levine, IBM, in only a number of days (David Levine on the right, Adam Frisby, left).</p></blockquote>
<p>Please join us on Thursday, September, 4th, 4pm to 5pm at the <a href="http://www.virtualworldsexpo.com/index.html" target="_blank">Virtual Worlds Conference and Expo, LA</a> for our panel, &#8220;<strong>Open-Source, Interoperable Virtual Worlds,&#8221; </strong> which will be part of the<a href="http://www.virtualworldsexpo.com/schedule/future.html" target="_blank"> Future of Virtual Worlds</a> track.</p>
<blockquote><p><strong><br />
</strong><em>Support for standardisation in Virtual World technologies has been growing steadily in recent times, join the developers of OpenSim and industry commentators as they discuss where open-source virtual worlds are heading and the progress made towards standard  			protocols for interoperability.</em></p>
<p><em></em><br />
- <a href="http://www.virtualworldsexpo.com/speakers/adamfrisby.html">Adam Frisby, Director,  			DeepThink (and OpenSim Developer)</a><br />
- <a href="http://www.virtualworldsexpo.com/speakers/tishshute.html">Tish Shute, Writer/Virtual  			World Evangelist,  			Ugotrade.com</a><br />
- <a href="http://www.virtualworldsexpo.com/speakers/micbowman.html">Mic Bowman, Principal  			Engineer, Intel</a><br />
- <a href="http://www.virtualworldsexpo.com/speakers/justinclarkcasey.html">Justin Clark-Casey,  			OpenSim Developer, IBM</a></p>
<p>Also, special panel guest Mike Mazur, OpenSim Developer, <a href="http://3di.jp/" target="_blank">3Di</a>.   We hope David Levine, IBM, will be back from Europe and join us too!</p></blockquote>
<p>Adam Frisby, <a href="http://www.deepthinklabs.com/" target="_blank">Deep Think,</a> is one of the founders and leading developers of OpenSim.  Adam has been behind so many important steps forward in the open metaverse that I cannot list them all here. But a notable recent project of Adam&#8217;s is a new &#8220;Lively style&#8221; viewer for OpenSim and Second Life (TM), <a href="http://www.adamfrisby.com/blog/2008/07/introducing-xenki-source-now-availible/" target="_blank">Xenki</a> (see <a href="http://www.adamfrisby.com/blog/" target="_blank">Adam&#8217;s blog </a>for more).</p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/osarchitecturepost2.jpg"><img class="alignnone size-full wp-image-1628" title="osarchitecturepost2" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/osarchitecturepost2.jpg" alt="" width="450" height="296" /></a></p>
<h3>Mic Bowman, Intel</h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/micbowmanpost.jpg"><img class="alignnone size-full wp-image-1656" title="micbowmanpost" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/micbowmanpost.jpg" alt="" width="225" height="290" /></a></p>
<p>Mic Bowman presented  at the <a href="http://www.intel.com/idf/?cid=cim:ggl|idf_home|k4EF5|s" target="_blank">Intel Developer&#8217;s Forum</a> earlier this month.  He outlined a road map for how virtual worlds will move into the fabric of everyday computing with open source software playing a key role (the slide of OpenSim architecture above is from this presentation). Virtual Worlds are an important part of Intel&#8217;s strategy for developing connected visual computing experiences. For more about Intel&#8217;s CVC initiative (see this press coverage of IDF, <a href="http://www.theinquirer.net/gb/inquirer/news/2008/08/19/intel-reveals-plans-connected">The Inquirer</a>, <a href="http://www.bit-tech.net/news/2008/08/19/intel-intros-connected-visual-computing-initiative/1" target="_blank">bit-tech.net,</a> <a href="http://www.hexus.net/content/item.php?item=15047" target="_blank">hexus,</a> <a href="http://www.trustedreviews.com/cpu-memory/news/2008/08/19/A-Bridge-Too-Far-/p1" target="_blank">Trusted Reviews</a>).</p>
<blockquote><p>Basicallyâ€¦ my message for the panel is this: To achieve a thriving, growing, broadly adopted CVC ecosystem, we believe the industry must come to some agreement on common building block technologies. Open source technologies represent a critical element in the discovery and development of these technologies, and foster innovative usages that drive adoption.</p></blockquote>
<h3>Justin Clark-Casey, Fashion Research Institute, Inc.</h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/justinccpost.jpg"><img class="alignnone size-full wp-image-1624" title="justinccpost" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/justinccpost.jpg" alt="" width="450" height="282" /></a></p>
<p>Another interesting member of our panel and important OpenSim developer is<a href="http://justincc.wordpress.com" target="_blank"> Justin Clark-Casey</a>. Justin, formerly of IBM, is now with the <a href="http://www.fashionresearchinstitute.com/" target="_blank">Fashion Reasearch Institute, Inc </a>as a full time OpenSim developer/architect.  Fashion Research Institute is considered by many one of the most advanced business cases on OpenSim (more about Shenlei Winkler, CEO of FRI, in my next post, &#8220;Meet the Rising Stars of the Open Metaverse at VW 2008.&#8221;</p>
<p>Recently Justin has been working on something called a region archive in OpenSim.</p>
<blockquote><p>Basically, this is a way of saving a sim to a single file (currently a tar.gz) and reloading it into another OpenSimulator. This file contains all the necessary data (prim xml and assets such as textures and scripts) necessary to restore the entire region.</p>
<p>It&#8217;s currently experimental so still has some bugs. But, it can be used via the load-oar/save-oar commands on the OpenSim region console.</p></blockquote>
<p>The ability to save and load archives is something that people developing whole applications using OpenSim will be very interested in, and will contribute to the business value of OpenSim.</p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/osarchitecturepost2.jpg"><br />
</a></p>
<h3>OpenSim and Linden Lab are at the Center of Interoperability Innovation</h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/gridnaut-visionaries.jpg"><img class="alignnone size-full wp-image-1630" title="gridnaut-visionaries" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/gridnaut-visionaries.jpg" alt="" width="450" height="338" /></a></p>
<p>Since the launch of <a href="http://wiki.secondlife.com/wiki/Open_Grid_Public_Beta/Open_Grid_Beta_Viewers" target="_blank">Open Grid (beta)</a> the  interoperability initiative from OpenSim and Linden Lab (for more <a href="http://www.ugotrade.com/2008/07/31/the-open-grid-beta-the-first-step-to-interoperable-virtual-worlds/" target="_blank">see here</a>), cross world interoperability has begun with avatar hopping. Now the thorny issues of trust management, economy, and IP that are the major part of asset interoperability are on the table.</p>
<p>The picture above of Gridnaut, Lawson English, (Saijanai Kuhn in SL) is from Lynn Cullens (Bjorlyn Loon in SL), Director of Communications for <a href="http://metanomics.net/" target="_blank">Metanomics</a>.<br />
Open Grid has expanded to 31 regions in less than a month and there is now OGP support in OpenSim trunk.  <a href="http://www.vivaty.com/" target="_blank">Vivaty</a> has expressed interest in joining interoperability efforts so we may see some of the new browser based worlds become part of this initiative soon</p>
<p><a href="http://blog.secondlife.com/author/hamiltonlinden/" target="_blank">Hamilton Linden</a>, who is leading the Open Platform Product Group  (OPPG) as Director, Engineering for <a href="http://lindenlab.com/" target="_blank">Linden Lab</a>, and, <a href="http://wiki.secondlife.com/wiki/User:Tess_Linden" target="_blank">Tess Linden,</a> Technical Director, leading design and Implementation for the OPPG (Open Platform Product Group), will be holding office hours at the Linden Lab booth at VW2008, LA to discuss Open Grid.  We hope that both Hamilton and Tess will special guests at the panel also!<br />
<a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/08/opensiminterop.jpg"><br />
</a></p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Metaverse Meetup: &#8220;OpenSim and Virtual Worlds Interoperability&#8221;</title>
		<link>http://www.ugotrade.com/2008/07/27/metaverse-meetup-opensim-and-virtual-worlds-interoperability/</link>
		<comments>http://www.ugotrade.com/2008/07/27/metaverse-meetup-opensim-and-virtual-worlds-interoperability/#comments</comments>
		<pubDate>Mon, 28 Jul 2008 01:53:20 +0000</pubDate>
		<dc:creator><![CDATA[Tish Shute]]></dc:creator>
				<category><![CDATA[3D internet]]></category>
		<category><![CDATA[digital public space]]></category>
		<category><![CDATA[free software]]></category>
		<category><![CDATA[GPL]]></category>
		<category><![CDATA[interoperability of virtual worlds]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[open metaverse]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[privacy and online identity]]></category>
		<category><![CDATA[privacy in virtual worlds]]></category>
		<category><![CDATA[realXtend]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Second Life and the Art World]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[virtual communities]]></category>
		<category><![CDATA[virtual world standards]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Web 2.0]]></category>
		<category><![CDATA[Web 3D]]></category>
		<category><![CDATA[Web3.D]]></category>
		<category><![CDATA[World 2.0]]></category>
		<category><![CDATA[IBM and Interoperable Virtual Worlds]]></category>
		<category><![CDATA[Metaverse Meetup]]></category>
		<category><![CDATA[OGP]]></category>
		<category><![CDATA[OpenSim and Second Life Interoperability]]></category>
		<category><![CDATA[OpenSource Virtual Worlds]]></category>

		<guid isPermaLink="false">http://www.ugotrade.com/?p=1586</guid>
		<description><![CDATA[Here is the video of our last Metaverse Meetup: OpenSim &#38; Virtual Worlds Interoperability 7.23.08 (from Vimeo). The video of this landmark event was produced thanks to the awesome Annie Ok, Artist, Creative Director, Curator, Video Director, Metaverse Evangelist/Consultant, Co-Organizer of Metaverse Meetup. While Annie&#8217;s first love is art, she has been involved in an [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="302" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.vimeo.com/moogaloop.swf?clip_id=1417228&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="302" src="http://www.vimeo.com/moogaloop.swf?clip_id=1417228&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
<a href="http://www.vimeo.com/1417228?pg=embed&amp;sec=1417228"></a></p>
<p>Here is the video of our last <a href="http://gamedev.meetup.com/153/" target="_blank">Metaverse Meetup: OpenSim &amp; Virtual Worlds Interoperability 7.23.08 </a> (from <a href="http://www.vimeo.com/1417228" target="_blank">Vimeo</a>).  The video of this landmark event was produced thanks to the awesome <a href="http://annieok.com/" target="_blank">Annie Ok</a>, <span id=":1o8" dir="ltr">Artist, Creative Director, Curator, Video Director, Metaverse Evangelist/Consultant, Co-Organizer of </span><a href="http://gamedev.meetup.com/153/" target="_blank">Metaverse Meetup</a><span id=":1o8" dir="ltr">. </span></p>
<div id=":19w" class="h8iICe" dir="ltr"><a href="http://www.mediartchina.org/events/newyorkmoma"></a></div>
<p><span id=":1o8" dir="ltr"> While Annie&#8217;s first love is art, she has been involved in an extraordinary number of projects (see her <a href="http://www.annieok.com/Bio/Bio" target="_blank">bio here</a>). Notably, </span> <a href="http://annieok.com/" target="_blank">Annie Ok</a>, with <a href="http://www.jeffcrouse.info/" target="_blank">Jeff Crouse</a>, &amp; <a href="http://pan-o-matic.com/" target="_blank">Stephanie Rothenberg</a><span id=":1o8" dir="ltr"> </span><span id=":19t" dir="ltr">made the documentary and helped with the amazing<a href="http://www.annieok.com/OtherProjects/InvisibleThreads" target="_blank"> Invisible Threads project</a></span> which shows how excellent <a href="http://www.annieok.com/OtherProjects/InvisibleThreads" target="_blank">Second Life</a> is for such innovative mixed reality installations. <span id=":1o8" dir="ltr">The documentary<a href="http://annieok.com/tangent/?p=641" target="_blank"> premiered</a> at <a href="http://www.mediartchina.org/events/newyorkmoma" target="_blank">Synthetic Times</a>.</span> Annie also created the  <a href="http://www.dipity.com/user/xantherus/timeline/Virtual_Worlds" target="_blank">interactive, collaborative Timeline of Virtual Worlds</a> that the whole community can help with.</p>
<div id=":19b" class="h8iICe" dir="ltr"><a href="http://www.dipity.com/user/xantherus/timeline/Virtual_Worlds"></a></div>
<p>Photos of the meetup are now posted <a href="http://flickr.com/photos/annieok/sets/72157606366191338/" target="_blank">here on Flickr</a> and some <a href="http://www.facebook.com/profile.php?id=694956192#/photo_search.php?oid=19358967556&amp;view=all" target="_blank">nice portraits here</a> on Facebook.</p>
<p>With the video Annie sent out a  great write up about the meetup.</p>
<p>Annie noted:</p>
<p>&#8220;<a href="http://gwala.net/blog/" target="_blank">Adam Frisby</a> and <a href="http://zhaewry.wordpress.com/" target="_blank">David Levine</a> gave us incredible insight into OpenSim and shared compelling details that really expanded on what has previously been known about its amazing potential and revolutionary role in the future of the metaverse.&#8221;</p>
<p>And she was very kind about my really minor supporting role!</p>
<p>&#8220;Tish Shute was great as the guest moderator, asking key questions and adding salient commentary.&#8221;</p>
<p>And I really agree with Annie&#8217;s synopsis about what is at the heart of our metaverse meetups!</p>
<p>&#8220;It was so nice to see all the familiar regulars as well as meet the new ones. In true Metaverse Meetup style, we migrated en mass to a local bar where we continued the conversation about all things metaversal and had fun hanging out with fellow avatars until the late hours.&#8221;</p>
<p>Thanks to everyone and especially <a href="http://www.globalkids.org/" target="_blank">Global Kids</a> for making the meetup possible.</p>
<p>Please be sure to check out the list of Metaverse Meetup links on the <a href="http://gamedev.meetup.com/153/about/" target="_blank">new About page</a>. There are now Metaverse Meetup group on LinkedIn, Flickr and FriendFeed, as well as a list of Metaverse Meetup chapters in other cities for those of you who are not based in NYC.<br />
<a href="http://gamedev.meetup.com/153/about/" target="_blank"><br />
</a></p>
<p>Looking forward to seeing you at the next meetup!</p>
<p><a href="http://gamedev.meetup.com/153/" target="_blank"></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Tribal Media: Changing The Game With OpenSim</title>
		<link>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/</link>
		<comments>http://www.ugotrade.com/2008/05/14/tribal-media-changing-the-game-with-opensim/#comments</comments>
		<pubDate>Wed, 14 May 2008 21:03:35 +0000</pubDate>
		<dc:creator><![CDATA[Tish Shute]]></dc:creator>
				<category><![CDATA[3D internet]]></category>
		<category><![CDATA[interoperability of virtual worlds]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Metarati]]></category>
		<category><![CDATA[Metaverse]]></category>
		<category><![CDATA[open metaverse]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[virtual communities]]></category>
		<category><![CDATA[virtual economy]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[virtual world standards]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Web 2.0]]></category>
		<category><![CDATA[Web 3D]]></category>
		<category><![CDATA[Web3.D]]></category>
		<category><![CDATA[World 2.0]]></category>
		<category><![CDATA[asset development on Open Source virtual worlds]]></category>
		<category><![CDATA[Decentralized Grid]]></category>
		<category><![CDATA[distributed grid for virtual worlds]]></category>
		<category><![CDATA[founders of Open Sim]]></category>
		<category><![CDATA[interoperability of Second Life]]></category>
		<category><![CDATA[Open Grid]]></category>
		<category><![CDATA[Open Sim]]></category>
		<category><![CDATA[Open Source Grids]]></category>
		<category><![CDATA[Open Viewer]]></category>
		<category><![CDATA[P2P virtual worlds]]></category>
		<category><![CDATA[peer to peer virtual worlds]]></category>
		<category><![CDATA[Playahead]]></category>
		<category><![CDATA[protocols for virtual worlds]]></category>
		<category><![CDATA[realXtend]]></category>
		<category><![CDATA[Tribal Media]]></category>
		<category><![CDATA[Tribal Net]]></category>

		<guid isPermaLink="false">http://www.ugotrade.com/?p=1453</guid>
		<description><![CDATA[Tribal Net, which goes into public Beta at the end of this week, not only brings us the long awaited OpenSim on your PC but by creating new back end protocols for OpenSim the Tribal Media team has introduced a key innovation to OpenSim &#8211; the decentralized grid. I interviewed the two founders of Tribal [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/tribal1.jpg"><img class="alignnone size-full wp-image-1455" title="tribal1" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/tribal1.jpg" alt="" width="450" height="229" /></a></p>
<p><a href="http://www.tribalnet.se/" target="_blank">Tribal Net,</a> which goes into public Beta at the end of this week, not only brings us the long awaited OpenSim on your PC but by creating new back end protocols for <a href="http://opensimulator.org/wiki/Main_Page" target="_blank">OpenSim </a>the <a href="http://www.tribalmedia.se/#" target="_blank">Tribal Media team</a> has introduced a key innovation to OpenSim &#8211; the decentralized grid.  I interviewed the two founders of Tribal Media last week, Darren Guard who is also the founder of OpenSim and Stefan Andersson who was the first to join Darren on the OpenSim project. Stefan also led <span>the development of &#8220;Playahead                     Island&#8221; in </span>Second Life â„¢ (A registered Trademark of Linden Lab). Stefan has deep roots in web development and <a href="http://www.playahead.com/com/choose_country.aspx" target="_blank">Playahead</a> is one of Sweden&#8217;s largest web communities. Stefan explained the heart of the Tribal Net concept:<span> </span></p>
<blockquote><p>Everybody brings their own computing power [to Tribal Net] and we&#8217;ve packaged it for end users. I mean  that basically joe schmoe can install it, set it up, and run it. Because OpenSim&#8217;s been very tech heavy, our goal with Tribal Net is to make Opensim more accessible for the wider layers so to speak. Also we&#8217;ve done some work on the map so that now when people go online their regions show up on the map. When they go off line the region disappears [it can also be persistent]. That is also a radically different approach from Second Life .</p></blockquote>
<p>Yes! It is very easy to install and you will find your region immediately embedded in a network of other regions running on other PCs.</p>
<p>After I had set up my Ugotrade region,  I clicked on map and it was a real thrill to see the Ugotrade come up in a neighborhood of other regions (even though I am apparently one of the first five people to try it outside of Tribal!) and  immediately begin my first adventure in sim hopping &#8211; NOT across a grid run on a bunch of servers NOT on some huge server farm somewhere, but simply by teleporting to other peoples regions run on their own PC&#8217;s located across the globe. W00t!</p>
<p><em>Ugotrade Jr. got into it immediately and his terraforming and building skills are blossoming!  Picture below shows his mountain retreat 2.0.</em></p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/tribalnet1.jpg"><img class="alignnone size-full wp-image-1457" title="tribalnet1" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/tribalnet1.jpg" alt="" width="450" height="322" /></a></p>
<p>Tribal is still using the Second Life client but Darren said they hope to support the <a href="http://www.realxtend.org/" target="_blank">realXtend</a> client at some point. Check out the awesome new avatar technology from realXtend in <a href="http://www.realxtend.org/page.php?pg=media" target="_blank">a new video out this week</a> that shows off character morph controls, inverse kinematics, and clothing physics.</p>
<p>Below is a picture of Stefan And Darren enjoying a game of chess in one of the first regions I visited &#8211; a Tribal Net region running on Stefan&#8217;s laptop. Stefan explained:</p>
<blockquote><p>The chess game application installed on the desktop is developed in c# by a third party &#8211; and anybody can create their own set of pieces and share it as an xml file</p></blockquote>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/chess-1.jpg"><img class="alignnone size-full wp-image-1458" title="chess-1" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/chess-1.jpg" alt="" width="450" height="455" /></a></p>
<h3>Tribal Media&#8217;s Vision</h3>
<p>Tribal Net is the first public application from Tribal Media but it is only the beginning of their venture.  Stefan explained their vision:</p>
<blockquote><p>We see a virtual web world much more like the Web works today. Instead of a closed bubble, we should have an open, networked model. One size never fits all, so people should be able to make content on their own computers and share it with others, professionals should be able to make their own applications and run on their own servers, or to have it hosted on reliable hardware. Content should also be much more moveable, people should be able to transfer objects not only between worlds, but also via the web, blogs or e-mails. Tribal Net lets them do that. Our goal is to supply the tools to make this vision come true.</p></blockquote>
<p>And as Darren noted: &#8220;At the moment our back end is basically customized for this one application. Each new application is going to need slightly different customization. Stefan also talked about a Facebook application they have been working on. There is not a general solution at the moment. Darren explained some of what they are hoping to achieve with Tribal Net.</p>
<blockquote><p>From a engineering side, I think the main point is at the moment we are working on making it easier for people to start up and host their own region. TribalNet is our first demo of that process. Then we hope to make it easier for people to host their own small grids with this easy hosting of regions, so say any school or college could have their own small grid without the admin level that is needed currently for opensim. A important part of our concept is having a GUI for the regions, so that we can later provide add on modules for these GUI&#8217;s so for instant maybe we would provide a game construction toolset add on, or a presentation addon , that made it easier to host and control presentations. Some of these then at a later time could move into the viewer. Then at a higher level we have our set of extension api&#8217;s which I think its a bit too early to go into detail of.</p></blockquote>
<p>What follows is the full transcript of my interview with Darren and Stefan.  The first bit is about the history of the OpenSim project and then we discuss a number of topics including interoperability with Second Life, the Tribal teams&#8217; view on virtual economies, asset development on Open Source grids, and what application they are most important in Tribal&#8217;s vision.</p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/chess-1.jpg"><br />
</a></p>
<h3>Interview with Darren Guard and Stefan Andersson.</h3>
<p><strong>Tish:</strong> How did OpenSim begin?</p>
<p><strong>Darren Guard:</strong> For a number of years, I had thought about starting or getting involved with a open source virtual world project. But none of them seemed to be going anywhere. One of the problems was trying to create a client and server at the same time. Then in January 2007, I was looking around again at the various options, for use by my ex-employer. At the same time Linden Labs released the code for their client. Which I think from a legal point of view made creating a server that it could connect to a much more easy &#8220;sell&#8221;. So I started work on writing a very quick prototype server, to see if there was any problems with getting the SL viewer to connect to it and be able to move around. A number of people had the same idea of writing a server which was compatible with the SL viewer, it was even listed in the roadmap on libsecondlife&#8217;s website.</p>
<p>So, as much as we all moan about the SL client and wished there was something at least more generic, we do owe opensim&#8217;s existence to them releasing the source code. As I just wouldn&#8217;t have started Opensim if the<br />
client was a closed proprietary one.</p>
<p>My initial thoughts on what I wanted to use the platform for, were very much on what would be useful in my old job. Simulation (Robotics) and 3d visualisation of data. This is why one of the stated goals of opensim is<br />
it being a 3d application platform and not a SL clone. I see the social grids as just one small subset of the applications that a 3d virtual environment platform could be used for.</p>
<p>This is one of the biggest points of confusion when it comes to opensim. Most people think its goal is just to clone SL and behave exactly how that does, and support all the features out of the box. And we have to repeatedly tell them that its not the goal and that opensim will most likely never have all the features of SL as part of the main project. Other people will have to create the modules to add those features.</p>
<p>The goal of Opensim and Tribalmedia is to produce a common server that can be used as the base of a lot of different applications. I don&#8217;t think we can even really start guessing at what the most sucessful applications<br />
will be in the future.</p>
<p><strong>Tish:</strong> How did you meet Darren, Stefan?</p>
<p><strong>Stefan Andersson:</strong> I&#8217;ve been working quite a lot with web, I mean I was quite early in the web development and I&#8217;ve been doing that for quite a lot of years. And, I was very interested in web and 3D integration. That&#8217;s actually how I stumbled upon Darren, when he first came on-line in lib second life chat room, and said hey I&#8217;ve got a prototypic open source second life server here.</p>
<p><strong>Tish:</strong> Was the big moment in February 2007, Darren?<br />
<strong><br />
Darren:</strong> It was January.</p>
<p><strong>Stefan: </strong>And I jumped on it. The first thing I did was to tweak his code, and give him some patches so I could connect his Second Life server to my then employers user database. The Employer at that time was Playahead. It&#8217;s one of Sweden&#8217;s largest web communities. So basically what I did was within an hour of getting my hands on the zip file, Darren&#8217;s first unpublished zip file, was to make sure that I could log into the SL viewer with my web community name and my web community password. When I came into a personalized world where all my friends and my friend lists were avatars, and when I chatted with them and I got guestbook messages into their guestbooks, that&#8217;s when I sat there and said WOW!</p>
<p><strong>Tish:</strong> Not everyone recognised the potential then?</p>
<p><strong>Stefan:</strong> I think they still don&#8217;t. You ask what&#8217;s important to us.  We are very application oriented. We are very integration oriented. At the moment OpenSim is not very accessible and understandable for a large audience. We&#8217;re trying to show the world that there can be commercial application on this not just social networking applications, but actual 3D application. It&#8217;s a bit like the web, everybody thought that the web was about static HTML pages, and then now today we do much of our daily work on HTML. That&#8217;s kinda like the grand big hand motions. What we did when we started OpenSim, we had a very clear agenda, that we wanted this to be a shared experience 3D application platform.</p>
<p><strong>Tish: </strong>When you say application, are you thinking more vertical applications or are you thinking vertical or horizontal on these distributed grids?</p>
<p><strong>Darren:</strong> We don&#8217;t see one big monolithic grid, we sort of see, like Stefan said, like a web where you can link from one web site to another. You wouldn&#8217;t really say that every web site is part of one grid. When we talk about applications, its custom, i.e., you might go into one application to do one function then hop to do something else.</p>
<p><strong>Stefan:</strong> So for example, now we have actually done Tribal Net as a showcase for our product Tribal server. And we did another showcase that we haven&#8217;t publicized yet, but basically that was web community integration.</p>
<p><strong>Tish:</strong> What do you mean by web community integration?</p>
<p><strong>Darren:</strong> That was a Facebook integration.</p>
<p><strong>Tish:</strong> There are 2 basic models it seems being tried, a) embedding Opensims within the web or b) embedding the web in Opensims. Which model do you lean towars, or do you see a sort of heterogeneous mix of embedding in web pages and people who grid OpenSim out into larger communities and embed web pages in them?</p>
<p><strong>Stefan:</strong> Actually that will probably be very much a per application decision. Some application are very suitable for 2 dimensional presentation and some application are very well suited for 3 dimensional. and we&#8217;ve done some prototypes with integrating web and 3D and obviously there&#8217;s going to be a lot of that coming.</p>
<p><strong>Tish:</strong> How do you differentiate yourself from say an initiative like RealXtend?</p>
<p><strong>Stefan:</strong> RealXtend? They are trying to do quite a lot of things. We are not competing with RealXtend. We would probably use Real Xtend.</p>
<p><strong>Darren:</strong> Yes. From what I understand of Real Xtend, they&#8217;re focusing on the client. They have a central avatar system. I don&#8217;t really have that much knowledge of that. The main focus that we spoke about is on the client side. So we&#8217;re not really competition for them, we hope to support their client sometime.</p>
<p><strong>Tish:</strong> I have heard on the grapevine you are using dynamic sims. What is a dynamic sim?</p>
<p><strong>Stefan:</strong> Dynamic Sim! That can mean anything! We have quite a lot of concepts.</p>
<p><strong>Darren:</strong> I think what they&#8217;re talking about is we&#8217;ve got this concept where we can bring a region up quickly when it&#8217;s needed so when you login we can bring your region up so that you wouldn&#8217;t even know it wasn&#8217;t up all the time. If there&#8217;s nobody there we can take it down.</p>
<p><strong>Tish</strong>:<br />
How have you done that?</p>
<p><strong>Stefan:</strong> If you think about how Second Life works right now, how everybody seems to think about that, It&#8217;s kind of like a static model, the thing is there, whether anybody wants it or not. So you have like thousands of regions producing air. It&#8217;s a terrible waste of CPU. We wanted to do something like a web page, a dynamic web page. It&#8217;s constructed when you need it.</p>
<p><strong>Tish:</strong> Are other people using this concept?</p>
<p><strong>Darren:</strong> I think Adam has done something like it I&#8217;m not sure what exactly. But from what I hear Adam has similar ideas.</p>
<p><strong>Stefan:</strong> That&#8217;s the thing about dynamic regions, It&#8217;s a feature of our tribal worlds platform. We used that as a proof of concept in that Facebook application where anybody could add a Facebook application and then they just went into their own private region, which was constructed on the fly for them. And when the last person leaves the room, he just turns the lights off.</p>
<p><strong>Tish</strong>: And what kind of concurrencies can you get in these dynamic regions though?</p>
<p><strong>Darren: </strong>I don&#8217;t think we&#8217;ve actually pushed it, but we can certainly get more because it&#8217;s basically where Second Life is based on total regions and they have to have a server up for each region, we only have to have a server or an instance of a region up for every person who wants to let a region have somebody in it. So if there&#8217;s nobody in a region we just don&#8217;t have it up.</p>
<p><strong>Tish:</strong> I know everyone&#8217;s talking about putting OpenSim in clouds. Is this going to be workable with that idea too? Just in terms of being more efficient about the server side of this. Is that something that works with this or are you another direction than that?</p>
<p><strong>Darren:</strong> I think it can work yes. It&#8217;s complimentary to our project.</p>
<p><strong>Stefan:</strong> What we did with Tribal Net &#8211; It&#8217;s kind of like OS grid. Everybody brings their own computing power and what we&#8217;ve done is that we&#8217;ve packaged it for end users. I mean so that basically joe schmoe can install it, set it up, and run it. Because OpenSim&#8217;s been very tech heavy, our goal with Tribalnet is to make OpenSim more accessible for the wider layers so to speak. Also we&#8217;ve done some work on the map so that now when people go online their regions show up on the map. When they go off line the region disappears. That is also a radically different approach from Second Life.</p>
<p><strong>Darren:</strong> To clarify that a little bit. What he means is that instead of a region having a set position on the map, we have a center of the map and the regions brought online are thrust around the center and if a region goes off it&#8217;ll be replaced by a new region that comes up.</p>
<p><strong>Tish:</strong> What it&#8217;s sounding like when you describe this is you&#8217;re trying to use some of the ideas of P2P in a distributed grid.</p>
<p><strong>Stefan: </strong>Yes definitely. I used to say Hey look Microsoft messenger, it should be like that. I know Darren isn&#8217;t that fond of that. But I think of it like that.</p>
<p><strong>Tish:</strong> The development curve seems to have been rather slow thus far in P2P virtual worlds like Croquet and Solipsis. How do you see a lot of rich and interesting assets being built up on this kind of distributed grid</p>
<p><strong>Darren:</strong> I think it&#8217;s too early for even us to say. Yes we&#8217;re more sort of a model of decentralized rather than a big monolithic grid like Second Life. One problem with Second Life is all the assets are centralized. That makes you responsible for making sure any users are updated with current textures etc. And you&#8217;ve got the problem of trying to police that to make sure there&#8217;s no textures that you don&#8217;t want there.</p>
<p><strong>Stefan:</strong> We&#8217;re trying to move to P2P because that&#8217;s the only viable solution if we&#8217;re going to see web scalability. It just is. And we can&#8217;t really have stuff like central avatar repositories and things like that. We have to have a base case, which is the single server, and the single client. And then just have to grow from there. But what I wanted to say is that Darren made a brilliant choice way back when he was pondering what he would do. That was to take something that had proven itself on the market and to the user base. That is the Second Life client. What Darren did was that he combined that with another immensly popular and available technology. And that is .NET (dotnet).  Basing this off .NET made it reasonably available to a community of programmers.</p>
<p><strong>Tish:</strong> Second Life is the treasure chest of assets at the moment and also great content developers do not want to have to develop different content with different tools for tons of different VWs. What&#8217;s your stance on encouraging good content developers in Tribal Net? Are you aiming to be potentially interoperable with Second Life? Are you part of the Linden Lab Architectural Working Group initiative? Or are you going to try and go it alone?</p>
<p><strong>Darren:</strong> First of all I need you to clarify the question. Do you mean like some people want to have OpenSim regions that are part of the Second Life grid like IBM, is that what you mean?</p>
<p><strong>Tish:</strong> Oh I&#8217;m almost assuming from what you have said so far that you&#8217;re not going to do that. But are you going to aim for some level of interoperability?</p>
<p><strong>Darren</strong>: I&#8217;m part of a working group that&#8217;s trying to get a common client protocol. We&#8217;ve got a sister project called Open Viewer. It&#8217;s started a few weeks ago but we&#8217;re attempting to incorporate elements of many clients like Croquet in an effort to achieve some degree of universality. Peter Fin from I.B.M. do you know him? He arranged it. We have a common protocol that you might not be able to do every feature in well. But you can at least connect, see the world and move around.  We are also part of the Architectural Working Group but the focus is on Second Life there.</p>
<p><strong>Stefan:</strong> If you look at what the architecture group has come up with so far, it&#8217;s Linden Lab&#8217;s protocol version 2 or not even that, it&#8217;s Second Life 1.5 &#8211; a big wish list basically. What we have, I guess, you could say that we have the small company rogue &#8211;  a bit decentralized slash anarchistic &#8211; approach. We have a saying in OpenSim, I don&#8217;t know if you have seen it. I think actually I coined it but it&#8217;s &#8220;let a thousand worlds bloom.&#8221;</p>
<p>What we mean is that it&#8217;s too early to start drafting universal protocols. So what we&#8217;re doing with OpenSim is, and we&#8217;ve been very clear about this often repeating it over and over and over again, not to try to build a free and open source Second Life. We&#8217;re trying to build a platform, (we are not trying to make THE protocol) so that people who want to make protocols, should be able to do that with less effort. So when we&#8217;ve had our taste of applications, social applications, business applications, marketing applications, everything, then somewhere in there we can see probably something like http.</p>
<p>In Tribal net we have our own backend protocols. We have changed large chunks of the communication stack at the backend, the regions you install on your pc &#8211; some parts we have changed because this application needs other data and other processes.  So I think we have implemented four different stacks.  So we talk from experience.</p>
<p><strong>Tish:</strong> Will you be publishing all your protocols?</p>
<p><strong>Stefan: </strong>It is way too early to go into that.  Right now we do not know what will bring everything forward. This is just one application now.<br />
<strong><br />
Darren:</strong> At the moment our backend is basically customized for this one application. Each new application is going to need slightly different customization. There is not a general solution at the moment.</p>
<p><strong>Tish:</strong> So if it is all in the application, what are the killer apps?!</p>
<p><strong>Stefan:</strong> Well we have done integration with web communities and 3D integration, that in combination with marketing applications, for example, being able to go on to say a Toyota site and click on a link and be on a Toyota showroom, not necessarily in the browser like everybody is visualizing because we have seen problems with that. We need something a bit more intelligent.  The interplay between 2D and 3D is very intricate.</p>
<p><strong>Tish:</strong> Everyone asks me about when they will be able to use OpenSim to create content they can upload into Second Life?</p>
<p><strong>Darren:</strong> The big problem with that is SL terms and conditions, you aren&#8217;t actually allowed to export your creations out of SL. Now while it would be possible to import creations from OpenSim into SL, really until Linden Labs allows creations to be exported, there isn&#8217;t really the reason for people to work too much on adding those features to opensim. As only Linden labs really gains, as its one way traffic</p>
<p><strong>Tish: </strong>Is there anything else notable about Tribal Net that hasn&#8217;t come up yet?</p>
<p><strong>Darren:</strong> From a engineering side, I think the main point is at the moment we are working on making it easier for people to start up and host their own region. TribalNet is our first demo of that process. Then we hope to make it easier for people to host their own small grids with this easy hosting of regions, so say any school or college could have their own small grid without the admin lvel that is needed currently for opensim. A important part of our concept is having a GUI for the regions, so that we can later provide addon modules for these GUI&#8217;s so for instant maybe we would provide a game construction toolset addon, or a presentation addon , that made it easier to host and control presentations. Some of these then at a later time could move into the viewer. Then at a higher level we have our set of extenstion api&#8217;s which I think its a bit too early to go into detail of.</p>
<p><strong>Tish: </strong>My big question is still without a virtual economy what do you see driving rich content production?</p>
<p><strong>Stefan Andersson:</strong> Yeah; we&#8217;re all about content, actually; Tribal Net is about creating a content producer platform. A complete &#8216;ladder&#8217; from consumer, over enthusiast, semi-pro and pro. Yeah; basically, we offer empowerment. It&#8217;s like &#8216;your world&#8217; but for real.</p>
<p>I guess you know that content production and systems integration in a third-party hosted environment is a drag.</p>
<p>How many complex games and functions have you seen in SL? Stuff that would be a small thing to code if you had proper tools, becomes a nightmare.</p>
<p>But to me also it seems your definition of &#8216;content&#8217; is close to the Linden notion of &#8216;content.&#8217; The Lindens created an economy based on artificial scarcity you pay to stop somebody from sharing something but &#8216;content&#8217; also often play a role in the execution of a service.</p>
<p>Just an example : you have a medieval battle sim with castles with all kind of nifty storytelling bound to them the busines model is subscription, perhaps; combined with added value like buying weapons well, the actual assets are for free &#8211; the service owner couldn&#8217;t care less if you walk away with the sword into another world because it only functions in a context, the context of the battle system.</p>
<p>So, yeah, you could have a static snapshot of a weapon or you could have the customizable weapon that actually functions in a system now, the former will be very hard to charge enough for to make up for the production cost but the latter you definitively could. charge enough for to make up for the production cost.</p>
<p><strong>Tish:</strong> You have a very innovative idea for a distributed grid.  Will people have problems with their firewalls though?</p>
<p><strong>Stefan: </strong>That&#8217;s the big hurdle we&#8217;ve done everything we can to make everything else easy but the server still needs to be accessible from the net.</p>
<p>Now, next week we&#8217;re launching the next version, which has a built-in sandbox too so you can terraform and build without being public</p>
<p>I don&#8217;t know if you saw that in the gui, but we&#8217;re adding &#8216;load/save&#8217; to it so that you can easily export terrain and objects.</p>
<p>Well the private mode is sharing content db with the public mode. so, basically, you just go public or, you save it to your hard disk and upload it onto a hosted region.</p>
<p>At the moment, it&#8217;s just &#8220;save all object definitions&#8221; and &#8220;load all object definitions&#8221; but even that&#8217;s enough to export objects, tweak them, re-import them that&#8217;s how the superprim was done and the chessboard pieces. The chessboard coder has access to objects and object definitions on a whole other level that the SL coder, for example notepad, basically.  It&#8217;s like, text editing html pages all over again.</p>
<p><strong>Tish:</strong> hmmm a very interesting concept&#8230;..</p>
<p><strong>Stefan: </strong>well, it becomes even more interesting when you have a program creating those definitions.</p>
<p><strong>Tish:</strong> Are you planning on Linux support?</p>
<p><strong>Stefan: </strong>We&#8217;re planning on linux support. It&#8217;s just that these versions, that are very end-user oriented, windows is the main demography. Our commercial Tribal Server runs linux just fine. And, as I said, we&#8217;re planning for even the end-user versions to run on linux.</p>
<p>At this point in the interview, Stefan encouraged me to try Tribal Net myself!  I was at first resistant. After all I already have an OpenSim up. But it was truly a revelation to so quickly get set up and find myself with a region (a full on free form 3D programmable space on a PC!!!) &#8211; a virtual world of my own that let me interact with my neighbors and yes, for me, Tribal Net was &#8220;an easy-to-install, easy-to-configure express version of the full Tribal Server&#8221; as the <a href="http://tribalnet.se/Home/TribalNet/tabid/107/Default.aspx" target="_blank">Tribal Net website proclaims</a>!</p>
<h2>Beta Phase</h2>
<p><strong>Currently, Tribal Net is in &#8216;Beta&#8217; phase. </strong>They write:</p>
<p>This means we have made the software available to the public in order to get feedback and hunt down bugs. If you want to try the Beta out, or simply want to be notified when the 1.0 version is released, you can &#8216;register&#8217; <a href="http://tribalnet.se/Register/tabid/84/Default.aspx" target="_blank">here.</a></p>
<p>See you soon in Tribal Net!!</p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/chess-3.jpg"><img class="alignnone size-full wp-image-1459" title="chess-3" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2008/05/chess-3.jpg" alt="" width="450" height="455" /></a></p>
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