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    • New virtual world and #SL competitor on the radar: http://ping.fm/LNCxd
      10 hours ago
    • "Bearly Written" has also a 2-item wishlist for Philip's Town Hall: complete projects and look at JIRA for feature requests! http://ping.fm/OJpfj
      12 hours ago
    • [Blog] Town Hall Wishlist!: As promised, Philip Linden is holding his first Town Hall meeting after coming back as ... http://ping.fm/lBOPp
      2 days ago
    • Looking for #SL fashion designers specialised in historical clothing, for a RL job. If you know someone, please let me know!
      3 days ago
    • Oops. Mispelled Szondi (with a Z and not a K)!
      3 days ago
    • In 36 hours, SL will reach 20 million registered users. Thanks to Oliver Skondi for the tip, and Tateru Nino for the stats: http://ping.fm/nt1ZY
      3 days ago
    • [Blog] On the multi-cultural environment of Second Life: I wrote a short article on meta-culture and the multi-cult... http://ping.fm/PhJoe
      16 days ago
    • Ann O'Toole has an excellent suggestion: search results with *graphical* ads. Vote for it: http://ping.fm/r3G6p
      17 days ago
    • [Blog] Some thoughts on the first-hour experience, on the Herald: It's been ages since I wrote anything for the Alp... http://ping.fm/SIIGg
      23 days ago
    • [Blog] King of Spades Out, Ace of Hearts In: Wow, what a ride! The Second Life Birthday events are usually full of ... http://ping.fm/elQ3d
      27 days ago
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27 Jul

Town Hall Wishlist!

In a Hebrew building in the middle of an Islam regionAs promised, Philip Linden is holding his first Town Hall meeting after coming back as interim CEO. While I personally subscribe to the mainstream opinion that this is going to be mostly the announcement that Bob Komin (aka BK Linden) is going to replace Philip as the new CEO — if not this Friday, possibly in the near future.

In the mean time, while Philip is temporarily at the helm, he’s seen as the Miracle Man, a sort of Jesus Christ on His Second Coming, who will finally get everything right. There is a whole load of extreme expectations regarding what miracles Philip will perform. A few are worth reading about and have been posted on Philip’s former article two weeks ago. If you read them carefully, you’ll notice that many have actually opposing goals! This is not surprising. The end result, of course, will be that Philip will be unable to please everybody. Some will be incredibly disappointed as he picks an option that was not on our list — but that’s unavoidable.

Continue Reading »

13 Jul

On the multi-cultural environment of Second Life

I wrote a short article on meta-culture and the multi-cultural environment in SL for a new blog/magazine for Portuguese speakers called “Convergences Magazine”. It’s an intriguing project by Gper Aeon and Gabriela Pinelli, mixing art, culture, and philosophy about and around Second Life.

If you’re fine in reading Portuguese, or don’t mind the awkward translations provided by Google Translate, you’re welcome to take a peek at it :) If there is enough interest, I might provide an English translation, provided I get the proper permission from the editors.

07 Jul

Some thoughts on the first-hour experience, on the Herald

It’s been ages since I wrote anything for the Alphaville Herald, but Pixeleen Mistral has been pestering me (in the good sense of the word!) to write an Op/Ed article related to the latest changes at Linden Lab and what we can hope to expect from them.

Well, I was a bit devious and did not write exactly what Pixeleen had in mind :)

But you’re welcome to add some comments on it, too.

02 Jul

King of Spades Out, Ace of Hearts In

SL7B

Wow, what a ride! The Second Life Birthday events are usually full of drama (mostly regarding of what constitutes “art”, and bickering among the organisation managers, usually a mix of residents and Lindens… and where the Lindens, close to the end, sometimes have to kick the residents out and do whatever they need to do to get it rolling). This time, however, it was a box full of surprises.

When I heard about the huge layoffs two weeks ago, I though to myself, what a pity this is happening so close to SL7B — there will be little left to celebrate. As the rumours and the fear started growing, and people were losing faith in Linden Lab (and subsequently in Second Life itself), I felt that not even the impeding announcement of meshes would give us enough reasons to celebrate. And we didn’t get even that. We got voice morphing instead, which is sort of fun I guess, but not really “celebration-grade” material.
Continue Reading »

10 Jun

[Reset] and do a 180º turn

Today, Linden Lab turned another page on the history book for virtual worlds and entered another chapter… or, to be more precise, they turned a page back. Which is surprising. Linden Lab normally doesn’t do that. So, what happened?

First of all, I feel terribly sorry about the long list of Lindens that lost their jobs. Some of them have been around for eons and were good friends. Some, which you all will recognise, did an outstanding job while they were at the ‘lab — it’s incredible how M Linden has the courage to face them and tell them to go home. I profusely thank to all of you personally for the incredible work you’ve done in the past half-decade on behalf of all of us, and wish you all the best for your next endeavour, whatever it might be.

But now it’s time to see what this is all about. While the SLogosphere is already panicking (who writes those press releases anyway!?) and most can only read the words MASSIVE LAY-OFF AT LINDEN LAB, it’s worth to pay attention to the small print, which is where the interesting news actually are.
Continue Reading »

05 Jun

ALT! Who goes there? – Part 5 – An essay by Extropia DaSilva

Now Extropia DaSilva has her own blog! This essay is republished with kind permission of Extie — Gwyn

Remember that moment in ‘Goldilocks and the Three Bears’, when the bears are heading for home while Goldilocks is sleeping in baby bear’s bed? Small children find her behaviour rather strange, and an experiment involving a tube of sweets can help explain why. In this experiment, a child is offered a tube of sweets, only to find it actually contains something else. Plastic counters, perhaps. Next, the child is told that someone (who has not seen the tube before) is about to enter the room. The child is asked: What will the person expect to find in the tube of sweets? Small children say ‘plastic’, because they have not yet learned that other people’s knowledge of the world may be different to their own. This is also the reason why small children playing hide-and-seek sometimes stand in full view with their eyes closed. In their minds, they cannot see anything, so nobody else can see anything either! As for Goldilocks, the child knows that the three bears will soon enter the house, and they assume the little girl in the story must know this as well. So, why does she remain sound asleep, instead of running for her life?

Continue Reading »

26 May

Transcendence through Second Life

While I’m burning eyelashes on my other computer, swallowed by much-delayed work, I came up with the idea of writing about a topic which you will find, well, unusual. If it makes you smile and laugh, I’ll be happy :) If it makes you think a bit, because in my usually light tone, I touched something quite profound, well, I’ll be even more happier, of course. :)

Around mid-2004, when I first started thinking about Second Life® and what it meant (those were the days when I thought this was actually a sociology experiment, disguised as a video game), I came to the surprising realisation that something that I always found to be rock-solid was actually malleable, even plastic. I was observing my own self.

You have to take into account that in my teens — the last time I gave a serious look at my own self — neuroscience was not so advanced as it is today. We were still taught the prevalent opinion of the 1980s, stating that the neural connections in the brain sort of “solidify” around your puberty. Science recognised that the brain of a foetus has to have “raw” connections — after all, we are all born with some innate, instinctive behaviours, like sucking at our mother’s breasts — but that most of them were still “plastic” enough to be shaped by the first years of being subject to external stimuli, playing, and, later, more formal training and education. However, it was believed that after your teens, this ability of “rewiring” existing neural connections would not go much further on; about the time you were at the “peak of adulthood” (roughly around 25 years), the brain was fully formed, and the slow decline and deterioration would begin.

Nowadays, we all know this isn’t true (brain cells can continue to grow and be replaced, and neural connections can continue until the end of your physical life). But with my 15 years I didn’t know that. So, I looked at myself, and wasn’t happy about the way I was. I hated being shy, introverted, and socially inapt. So, well, I thought this was my last opportunity to make a change, until it was too late. And change I did; if for the better or for the worse, I don’t know, but at that time I was particularly surprised at how easy it was.

Then, well, after my 20th birthday or so, I simply never worried about this again. I was still aware of having been that odd, ugly kid at high school which was scorned, ignored, and laughed at; those memories were still present. But I was quite self-confident at that time and thought that I had “grown out” of it. Certainly through some serious effort of mine, sure, but I wasn’t too much worried. Adulthood had far more complex challenges (or so I thought!) than worrying about my own self — I just got absorbed in my studies, and later in my work, and there was really no much time to think about my self again. The occasion never rose, and I didn’t deem it to be “important” anyway: I was who I was, and, in any case, science would tell me that my brain was now “frozen in place”, so any opportunity to change it was lost anyway.

I never thought about this again until I started logging in to SL regularly.
Continue Reading »

19 May

Too busy for blogging :P

I’m not dead yet, I’m sadly just too busy to blog about things… but have lots of pending ideas to write about :)

So, what I’ve been busy with? Mostly about getting some things done for an international workshop on virtual archaeology (if you’re in Lisbon on Friday with little to do, feel free to drop by — attendance is free, most sessions will be in English, and there are really some great speakers from the Rome Reborn project as well as researchers from King’s Visualisation Lab). This required some extra, free work from some of our teams at Beta Technologies for our 5-year-old, almost-zero-funds project to recreate the city of Lisbon just before the earthquake of 1755 hit it, namely from our Creative Director, Moon Adamant. It’s not just about buildings: we wish to recreate typical baroque events that people will be able to attend as well. Fancy a night at the Opera House which had the largest stage in the world before the earthquake ruined it? You will be able to do so. What fashion did the Court wear for attending a King’s crowning ceremony in the 18th century? Don’t just read about it; log in, pick your clothing style, and participate. That’s the kind of thing we wish to do… one day. Assuming this project will ever get some funding!

Oh, and for now it’s being run on Beta Technologies’ OpenSim grid. There is sadly no funding to have it on Second Life®. You might be able to do a Hypergrid teleport to it from any other Hypergrid-enabled OpenSim grid (or even an OGP teleport from LL’s Preview Grid), but I haven’t tried that for a while…

Continue Reading »

04 May

Too tired of “virtual is not real”

For some silly reason, I’m unable to post a comment on http://mashable.com/2010/05/03/second-life-users-file-class-action-lawsuit-over-virtual-land/ so I’m pasting my comment here instead:

Jolie,

I really appreciate that you’ve posted the data with the numbers on your article :) It avoided a lot of the typical “get a second life” one-liners and “why are people taking this serious? it’s just a game” kind of comments. They were fun when they were a novelty… a decade ago (Linden Lab was founded in 1999).

And now, to business!

Of course “pixels” are valuable. If not, web designers — a job description that didn’t exist in, say 1994 — would be out of business. I’m quite sure that the web designer market, which is little else than putting coloured pixels on a 2D screen, is worth billions and has dozens of millions (or perhaps hundreds of millions) of people working just on that area. They were laughed at in 1994; now they’re a serious job like any other. And although it’s insanely easy to “rip off” most websites’ design, it doesn’t mean it’s legal to do so — or that web designers are out of a job because, well, web pages are not real, but just pixels.

So it’s not even a question of “agreeing” with @ThorErik (which I totally agree with, btw). It’s just a fact of life. Software is virtual and doesn’t exist physically, but you pay for bits and bytes. Webpages are not real, they’re just pixels, but you can buy and sell designs. Logos are just pixels, and they’re expensive. An ad put on Google AdSense is just pixels, but you can make a campaign out of pixels to advertise products, and make thousands or millions from that ad. A PDF with a financial consultant’s evaluation of a company is worth way more than the paper it can be printed on :)

Just because a product is made of pixels and not atoms, it doesn’t mean it’s less valuable :) (Atoms are 99.9999999999999% empty space anyway; why do we value them so much? :) ) The irony is that not even “money” is much “real” these days: most money in circulation is not printed on paper or coined on iron any more, but they’re just bits travelling across bank accounts. Does that make money less valuable because most of it has become digital? Surely not!

It’s time that the fans of the “only atoms are real” world-view start waking up and understand that we are in the 21st century, where information is as valuable as atoms.

The argument that “3D models” are “not real” because they have no physical representation is also a fallacy. We can print in 3D too. Just because people are not aware that 3D printers are becoming commonplace, that doesn’t mean that they’re irrelevant :) And you can definitely take a snapshot of a virtual environment and print it on 2D paper too. Again, the content itself will be far more valuable than the bit of paper it’s printed on. But the same applies to everything which contains information — from books (hardly a recent technology!) to TV (where people pay millions for an ad that is shown just for a few seconds and is not “stored” anywhere!… unless you make a recording)

So, well, @Otto, you’re truly missing the point. People pay all the time for things that don’t physically exist. You’re commenting on a webpage that does have no physical existence. You subscribe to TV channels that don’t physically exist. You listen to music on MP3 players that are nothing else than bytes. So if all these things don’t exist why are you paying for them? :) Why is there a huge market for those non-existing, non-physical, information-based services and products?

More to the point, why is a virtual world different? That is just base prejudice and nothing else; and a narrow mindset of someone who hasn’t stepped into the 21st century and probably still believes that currency is tied to the gold standard… ;)

With that in mind, your question on the article is easily answered. Ownership in 3D is the same as ownership in 2D. If web designers are entitled to own their web designs; if logo designers are entitled to own their logo designs; if photographers are entitled to own rights to their images; if video and audio producers are entitled to copyright protection of their content; well… 3D or 2D, what is the difference then?!

Usually people get confused because some 3D environments tend to borrow words from the real world to describe abstractions representing what is going on. We talk about “virtual real estate”, “virtual goods”, and “ownership”, when actually we mean “servers”, “designs”, and “copyright licensing”. This kind of adapting real world concepts to describe a virtual experience shouldn’t surprise us much. After all, we talk about “browsing the Web” and “clicking on a link”, which are just convenient abstractions as well. Imagine if you could travel back in time to 1990 (not that long ago!) and tried to describe your experience on Facebook: “Well, today, I ‘clicked’ on a ‘link’, ‘browsed’ to Facebook’s ‘page’, ‘posted’ an ‘article’ and ‘liked’ some ‘comments’, ‘added’ some ‘friends’, but then I was bored and ‘played’ FarmVille”. That 1990 resident would think you’d gone completely insane and suggest you consider therapy, although he might be perfectly familiar with the notion of playing computer games, even online computer games.

Don’t get stuck to abstract concepts that have reused existing words for their own purposes. In ten years, all these terms will be as part of our daily vocabulary as “tweeting” is today.

28 Apr

ALT! Who Goes There? – Part 4 – by Extropia DaSilva

THINGS WE THINK WITH.

Try this exercise. Stop reading for a minute and take a look at the objects around you. Think about how they influence your life and your thinking. In the previous essay, we concentrated mostly on how other people play a part in shaping one’s developing personality. But humans are not just social animals, they are also prolific toolmakers. The cultural artefacts we have created enter into our thoughts, providing ways of approaching certain questions. As the psychologist Sherry Turkle put it, “we think with the objects we love; we love the objects we think with”.

Think of the influence one object had on my opening paragraph: The clock. A historian of technology called Lewis Manford wrote about how the notion of time as divided into hours, minutes and seconds did not exist prior to the invention of accurate timepieces. Instead, people marked the passage of time by the cycles of dawn, morning, day, afternoon, evening and night. Once clocks became readily available, actions could be more precisely measured, and different activities could be coordinated more effectively to achieve a future goal. We learned to divide our time into precise units, thereby becoming the sort of regimented subjects industrial nations require. The image of the clock extends out all the way to the Newtonian universe, an image of celestial mechanics that is still used today to determine the time and place for solar eclipses, and to park robotic explorers on or around alien worlds.

The psychologist Jean Piaget studied the way we use everyday objects in order to think about abstract concepts like time, number, and life. When it comes to determining what is (and what is not) alive, Piaget’s studies during the 1920s showed that children use increasingly fine distinctions of movement. For infants, anything that moves is seen as ‘alive’. As they grow older, small children learn not to attribute aliveness to things which move only because an external force pushes or pulls them. Only that which moves of its own accord is alive. Later still, children acquire a sense of inner movement characterized by growth, breathing and metabolism, and these became the criteria for distinguishing life from mere matter.

The so-called ‘movement theory’ of life remained standard until the late 70s and early 80s. From then on, the focus moved away from physical and mechanical explanations and concentrated more on the psychological. The chief reason for this was the rise in popularity of the computer. Unlike a clockwork toy, which could be understood by being broken down into individual parts whose function could be determined by observing each one’s mechanical operation, the computer permitted no such understanding. You just cannot take the cover off and observe the actual functions of its circuitry. Furthermore, the home PC gradually transformed from kit-built devices that granted the user/builder an intimate theoretical knowledge of its principles of operation to the laptops of today, where you void your warrenty if you so much as remove the cover. Nowadays, it is quite possible to use a computer without having any knowledge of how it works on a fundamental level.

POSTMODERN METAPHORES.

In that sense, the computer offers a range of metaphors for thinking about postmodernism. In his classic article, ‘Postmodernism, or The Cultural Logic Of Late Capitalism’, Frederic Jameson noted how we lacked objects that could represent postmodern thought. On the other hand, ‘Modernism’ had no shortage of objects that could serve as useful metaphors. Basically, modernist thinking involves reducing complex things to simpler elements and then determining the rules that govern these fundamental parts.

For the first few decades, computers were decidedly ‘modernist’. After all, they were rigid calculating machines following precise logical rules. It may seem strange to use the past tense, given that computers remain calculating machines. But the important point is that, for most people, this is no longer a useful way to think about computers. Because they have the ability to create complex patterns from the building blocks of information, computers can effectively morph from one functionality to another. Machines used to have a single purpose, but a computer can become a word processor, a video editing suite or even a rally car driving along a mountainous terrain. So long as you can run the software that tells it how simulate something, the computer will take perform that task.

Lev Vygotsky wrote about how, from an early age, we learn to separate meaning from one object and apply it to another. He gave the example of a child pretending a stick is a horse:

“For a child, the word ‘horse’ applied to the stick means ‘there is a horse’ because mentally he sees the object standing behind the word”.

This ability to transfer meaning is emphasised in the culture of simulation brought about by computers. The user no longer sees a rigid machine designed for a singular purpose. Although it remains a calculating machine, that fundamental layer is hidden beneath a surface layer of icons. Click on this icon, and you have a little planet earth that you can rotate or zoom in to see your street or some other location. Click on that icon, and you have something else to interact with. Whatever you use, you are far more likely to operate it using simulations of buttons and sliders, rather than messing around with the mathematical operations that really make it work.

In postmodernism, the search for ultimate origins and structure is seen as futile. If there is ultimate meaning, we are not privileged to know it. That being the case, knowing can only come through the exploration of surfaces. Jameson characterized postmodern thought as the precedence of surface over depth; of the simulation over the “real”. The windows-based pc and the web therefore offer fitting metaphors because, as Sherry Turkle noted, “[computers] should not longer be thought of as rigid machines, but rather as fluid simulation spaces… [People] want, in other words, environments to explore, rather than rules to learn”.

A TALE OF TWO TREKS.

Computers are interactive machines whose underlying mechanics have grown increasingly opaque. Perhaps it is not surprising, then, that the computer would become the metaphor for that other interactive but opaque object: the brain. Moreover, windows-based PCs and the Web, along with advances in certain scientific fields, are eroding the boundaries between what is real and what is virtual; between the unitary and the multiple self.

It took several decades for it to become acceptable that the boundaries between people and machines had been eroded, and it is fair to say the idea still meets with some resistance. The original Star Trek portrayed advanced computers in a manner that reflected most people’s attitudes up until the early 80s. While there was an acceptance that such machines had some claim to intelligence and people accorded them psychological attributes hitherto applicable only to humans, there was still an insistence on a boundary between people and anything a computer could be. Typically, this boundary centred around emotion. Captain Kirk routinely gained the upper hand over those cold, logical machines by relying on his gut instinct.

Star Trek: Next Generation had a somewhat different portrayal of machines. Commander Data was treated like a valued member of the crew. It is worth considering some scientific and technological developments that might account for this change in attitudes. For audiences of the original Star Trek, computers were an unfamiliar and startling new technology, but by the late 80s the home PC revolution was well under way. Furthermore, there had been a move away from top-down, rule-based approaches to AI, replaced with bottom-up emergent models with obvious parallels to biology. As Sherry Turkle commented, “it seems less threatening to imagine the human mind as akin to a biological styled machine than to think of the mind as a rule-based information processor”. Finally, as we have seen in previous essays, the human brain is primed to respond to social actions. Roboticists like Cynthia Brezeal have shown how even a minimal amount of interactivity is enough to make us project our own complexity onto an object, and accord it more intelligence than it is perhaps capable of. This tendency has a name, and it is called the ‘Eliza Effect’. Whereas the Julia Effect is primarily about the limitations of language and how it is more convenient to talk about smoke-and-mirrors AI like it is the real deal, the ‘Eliza Effect’ refers to the more general tendency to attribute intelligence to responsive computer programs.

Eliza was a kind of chatbot that specialized in psychotherapy, and it was invented by Joseph Weizenbaum in 1966. Actually, his intention was not to create an AI that could pass a Turing test or even a Feigenbaum test (in which an AI succeeds in being accepted as a specialist in a particular field, in this case psychology). No, what he wanted was to demonstrate that computers were limited in their capacity for social communication. Like ‘Julia’, Eliza is programmed to respond appropriately with questions and comments, but does not understand what is said to it, nor what it says in response. Since Eliza’s limitations were easily identifiable, Weizenbaum felt sure that people would soon tire of conversing with it. However, some people would spend hours in conversation with his chatbot. Weizenbaum saw this as a worrying outcome, a sign that people were investing too much authority in machines. “When a computer says ‘I understand’”, he wrote, “that’s a lie and an impossibility and it shouldn’t be the basis for psychotherapy”.

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