The New Media World

nwnfuturist101

This should come as no surprise, but many of my entries are less direct feeds of net news and more indirect mash-ups of stuff I assimilate, even if the additive is seemingly minor. Getting mixed in with the MSM articles I consume – aside from other articles – are things I read on blogs, conversations in which I engage on net forums, personal emails, and increasingly the experiences I have within the Second Life (SL) virtual simulation.

Last night my little virtual plot played host to a “pre-SL Future Salon” meet-up in preparation for an in-world (and hopefully web-streamed) mini-conference – the first in a series of virtual conferences intended to bring people like myself together to discuss and collaborate on any number of projects. For a “pre-meet” it was surprisingly well-attended. And those in attendance ranged from social anthropologists studying players to casual SL passers-by who were probably being studied. We had an SL journalist and real-world (RL) columnist among us. A RL reality show producer in Los Angeles and a leading member of the cutting edge machinima community in New York (if I recall correctly). Not to be left out, there were SL designers to mirror my real-world design credentials. And of course coders and more.

When that many people with varying talents and expertise and connections come together, it’s difficult to not be aware of the potential for collaboration and cross-pollinization. Last night during the meet, I knew I’d be posting an entry on our virtual get together, and while I wanted to raise that particular point, I wasn’t sure my entry today would be more than just posting a link to some other blog entry (namely the organizer’s, which is here, or the SL journalist’s, which is here). However, having just read two articles something clicked.

The first article, “Teenagers Struggle With Privacy, Security Issues“, over on the SecurityFocus website (linked from Wired), included this bit:

I think it is hard for the parents and educators because we are moving at a different pace than they are… no offense,” said Elizabeth. “It feels like we are done and on to the next thing by the time other people are aware of it.

The second article is an excellent piece over on BusinessWeek online, “Blogs Will Change Your Business“. I highly recommend people read it.

What struck me was that while reading the BW article, I found myself thinking about Elizabeth and her comment – a nice reminder of what most have us have known for years: kids are often more comfortable with new technologies than parents. Taken together with what I witnessed last night, I can only wonder when virtual spaces will get a similar write-up on BW, since so many of the early blogs I recall reading were written by teens. I do suspect it’s sooner rather than later. Why? Here’s a few reasons:

1) Recent news in broadband circles is that DSL is starting to decouple from regular phone services in the U.S. which should reduce service fees and make broadband more accessible. And of course, high-speed connections are exploding in Asia. Add in more efficient compression algorithms and you get content moving around very quickly. One way or another, immersive worlds will find their way into homes.

2) The spin-off of There into a new company with a fresh infusion of capital (and doubtlessly able to benefit from the former parent company’s military work), reinvigorates the competitive game. Without There, non-MMORPG sims would lose a prime motivator. With There, we – as consumers/users – can expect better and more capable simulations from all developers.

3) The continued upgrading of Second Life (including streaming video and external links to webpages) and the reportedly rapid growth in subscribers over the last few months (with the current goal of reaching 1M by 2007 reportedly on track); coupled also with an 1100% growth in the virtual GDP according to CEO Philip Linden (meaning players currently purchase goods from other players at the rate of $80 US per month).

4) My personal observation that many SLer’s are of a demographic that would be very attractive, and surprising, to some companies (especially low-tech commodity manufacturers who rely less on “fashion” than, for example, cell phone manufacturers – although Motorola could easily market inside SL).

5) Advances in videogame technology that filter into regular VR sims either through code or through the hardware requirements many new games force upon their users (no doubt a significant number of PC owners upgraded for Doom3 or Half-Life 2, and those bleeding edge players are the best advertising money can buy).

6) Linden Labs recent opening of a “teen grid” for younger users – in at least some recognition that their future subscribers are currently underage and not able to “play” Second Life on the main grid.

7) The increased appearance of “farm workers” in Second Life (after apparently having become common in most MMORPGs). Whether or not “bosses” want their “players” to learn savvy capitalist techniques in a virtual world (and potentially gain too much knowledge) and continue to expand into non-game sims is a different issue. If they pull their farmers for that reason, I expect they’ll realize they could be making “real” money in other ways. Having worked with Chinese companies, I’ve found them to be very opportunistic!

8) And of course, the recent legitimization of virtual economics by both Microsoft and Sony.

No predictions, but don’t be surprised if things move faster than expected. After all, it’s not like VR hasn’t been a topic for years – including apparently being Timothy Leary’s future drug of choice in the mid-90’s. It’s just been dormant. Waiting for the world’s connectivity to catch up. I’d say we’re almost there.

“From HR to Industrial Design”

BusinessWeek has an excellent article on IBM’s business makeover which discusses how, as their operation evolves, it’s becoming less grounded in real products (which are more and more just commodities) and turning increasingly to “virtual” services. This provides an excellent example of the flipside of VR: as virtual worlds and simulations become increasingly realistic with graphics and simpler interfaces, real world operations are migrating towards them as well. I think there’s a collision on the horizon – a “rebang”, if you will. Even if IBM fails, the trend is there. Now let’s wait and see if Big Blue can successfully shed that earthbound hardware heritage.

Going Virtual


Sooner or later this was going to happen: I’m now the proud owner of virtual beachfront property (probably as close as I’ll ever get to owning real waterfront turf). I’ve sent emails out which include a snapshot similar to the above, and now need to begin terraforming I suppose… well, after I figure out what I intend to build.

This certainly doesn’t look anything like the images of cyberspace I imagined while reading Gibson’s short stories (collected in the excellent “Burning Chrome“) or how Robert Longo depicted one of those shorts in the movie “Johnny Mnemonic“. I’ll admit I wonder why that is. There’s an easy answer: we just aren’t prepared for 3D spatial orientations that challenge years of experience about what we understand as “reality”. And then there might be another, simpler explanation altogether: we like sand and sun. Even if it’s virtual.

Stranger In A Strange Land

Jellybean Madison

As mentioned in a prior post, I’ve been spending some time exploring Second Life’s virtual world. One expects that objects, graphics, animations, physics and the rest improve in this corner of cyberspace just like they do most everywhere else. That’s just technology, and videogames have certainly been showing off some amazing things lately. But what I’m finding interesting is how real people interact with – and through – this virtual world.

Take for example the above image, “sittin’ at the crick…”. For lack of a better description, this is a “photograph” snapped by an SL “resident”, Jellybean Madison. She (apparently) posted it online from within the SL simulation using a third party tool called Snapzilla. I’ll let them explain it:

Snapzilla [is a] new feature from SLUniverse that allows everyone in Second Life to share their snapshots with the world, directly through SL. Downloading snapshots to your hard drive and then uploading them is hardly spontaneous. With Snapzilla, you just click the Snapshot button in Second Life and choose Email Postcard and you are on your way to sharing your snapshots.

An image posted and given a caption? Emailed to others? Shared? Why? I don’t know exactly because I’m too new to the experience. But I have noticed that there are other, similar tools in beta which send images to sites like Flickr, possibly the best known and most popular image-hosting website on the net. So these snapshots will be seen by a large audience; many of whom have never been inside a virtual reality sim. Furthermore, in as much as all images online are really nothing more than colored pixels, these “photos” are as real to the strangers who view them as the “real” photos taken in meatspace using a 35mm. And when the graphics improve in years to come, who’s to say what’s valid and what isn’t?

But it doesn’t stop with photos. I was checking my email yesterday and discovered that an “in-world” message had been forwarded to my real world email. Lines blur. It’s one thing to know of this interactivity and another to experience it. And even more interesting are the number of independent projects coded by residents for doing things like tracking virtual world assets (which have real world value in many cases) outside the simulation. Now that sounds like the kind of thing Microsoft should build into their Xbox 2 feature set.

A Second Look at Second Life

screenshot from Second Life

Since this blog only went “live” yesterday (I’d disabled it’s pingback features until then) I was surprised to see someone outside my small circle of mostly disinterested acquaintances had stopped in to visit. Curious to know who, I paid Setpoint Originator a visit. It appears we have some things in common. More importantly, I noticed the two previous entries concerned Second Life, and so decided to pay a long overdue visit to its homepage and some other related sites. The one that really struck me was this blog entry over on Wonderland. The “Virtual Hallucinations” example reinforces my previous thoughts on Molyneux’s “The Room” experiment in that there are surprising (and perhaps startling) ways to use this technology, and makes me wonder if something similar couldn’t be coded into SL… perhaps the ability to create enclosed environments wherein more dramatic experimentation can take place. Just a thought. But of actually greater interest to me now are some of the virtual economic and social issues transpiring there. Worth a third look…tomorrow after a good night’s rest.