RW/VW Convergence Maps

SL3D compared to Google3D

I see Jerry P (aka SNOOPYbrown Zamboni) has an entry up on the SL Future Salon (about bloody time, dude). He’s relaying news of Second Life resident Cadroe Murphy’s latest virtual world-to-real world endeavors.

In a nutshell (and I hope I get this correct – hopefully Cadroe will comment if I don’t), Cadroe has programmed a satellite to “fly” over the virtual landscape of Second Life and, meter by meter, collect height data (B&W images are often used to represent geographic data of this sort; peaks are white and valleys are black). This data is probably collected in an onboard code array (aka satellite’s hard drive), and then emailed out to him in real life when the satellite is finished with a sim (a segment of the landmass; there is one real life server at Linden Lab for every “sim” in SL). With each sim’s height data, he can combine them to reflect the sim layout in SL and then create a full 3D representation of the virtual world in a 3D app – such as 3DStudio Max or Maya or Terragen. And now he’s released his SpinMass Grid Chart application for people to play with and use for their own purposes – including I guess doing something like creating a GoogleMap hack. Neat.

What I’d like to see next from Cadroe is some 3D spatial carving. Data collection might not be all that bad, but the algorithm for combining it all might be tough (“carving” was used in the film “Minority Report” to create the consumer hologram f/x). But he’d have an advantage over Google: while they’re sending out trucks with lasers, he can make a ground-level satellite to record data horizontally at different angles. I’d say he has the advantage. Anyway, cool stuff all around.

{Image Copyright © 2005 Accelerating.org}

Multiworld Biking Comes to Second Life

The folks over at Nonpolynomial Labs have been doing some interesting things lately (see this one for an interesting example). Their latest creation is a hack to turn a stationary exercise bicycle into an input device for virtual world Second Life. From their website comes word of LifeCycle v1.0:

Second Life can be an incredibly immersive world, seeing that it is based solely on user created content. However, there is only so much immersion that can happen through a keyboard/mouse control scheme. There are many different ways to control vehicles in real life, such as steering wheels, pedals, handle bars, and sticks, just to name a few. Implementing these control structures in Second Life allows users to get closer to the virtual world by giving them mechanisms they are familiar with in the real world.

Biking is the first of these controls we have decided to implement, because it is so ubiquitous.

Pretty cool. For the complete system, check out the project page here.

And apparently they’re not the only one’s who have done this. A comment from qDot Bunnyhug (gotta love the names people pick) over on the SL forum suggests another resident has done something similar, and perhaps a bit better… for now. Maybe I’ll see some documentation of that thing in the near future.

Second Life Marketing Rope-a-dope

I spent too much time writing up and posting on the Second Life forum a lengthy follow-up to a question I posed at yesterday’s Second Life “Town Hall Meeting”. It’s way too long to post in its entirety, so I’ll attempt to condense it and post the “summaries” I included.

My original question and the response:

Csven Concord: What guidelines does LL currently have in place regarding the marketing and advertising of RL products in SL, and any measures (if any) to limit the impact of RL advertising on SL’s newly emerging internal markets?
David Linden: People can advertise in SL with prior approval. That’s something that Robin manages.
David Linden: Currently we are not actively pursuing external advertising.
David Linden: next

Not really the answer I was hoping to receive. So here are the first two “summary” requests that have to do with the Linden Lab requirement to submit for approval any inworld advertising of a real life product or service:

A) Could Linden Labs please promulgate the Guidelines for submitting and gaining authorization to advertise inside the Second Life simulation?

B) Could Linden Labs please maintain a listing of RL brands which have been given authorization to advertise inside the Second Life simulation?

The disconnect in all this is that there are already many branded products in the Second Life simulation. Which are authorized and which aren’t? I suspect many of them are unauthorized advertisements as well as being illegal violations of copyright and trademark. But Linden Labs is careful in their Terms of Service to avoid responsibility for user content; they don’t “police”. And their position is both practical and understandable. It also creates an interesting Catch-22 situation for them: how can they filter content but also claim lack of control over content?

More importantly to me, it also creates a problem for Second Life’s inworld content creators. They’re competing in a virtual market increasingly filled with real world brand names. That makes selling original product all the more difficult. And what is their recourse? Well, as far as I can see, they have no officially documented means to address this issue. To file a complaint of copyright infringement to discourage this unfair practice, the complaintant is required by the Terms of Service to include what appears to be a legally-binding statement that not only is the information provided correct (the alleged intellectual property violation) but that the complaintant is the copyright owner or agent of the violated intellectual property. That’s pretty nonsensical to me. The practical result is that content creators are negatively impacted by these rules, and incentives for creating content under these conditions are also negatively affected. Why bother creating a new brand of virtual product when anyone can rip a logo from some real life corporation and plaster it all over their versions of a virtual product and get all that free brand equity… and not have to be overly concerned with the objections of legitimate inworld brands. In a funny way, this reminds me of leather jackets I’ve seen in third world countries – with, for example, “Fruit of the Loom” labels stitched inside (if only they’d known for which products those labels were intended).

So, the summary for that problem was simply:

C) Could Linden Labs please explain this apparent conflict of interest between the handling of content and the acknowledged need to support content creation inside the Second Life simulation?

This is either going to be really interesting or it’s going to be really ignored. I personally see a simple way to deal with this: allow anyone to report intellectual property violations. Of course that would require Linden Labs to be more vigilant in their efforts to filter content. And with the potential to get hit with a liability uppercut, I suspect not getting pinned in a corner is a strategy. Let’s see how long that lasts.