7/28/2006

Uncanny Valley of Linden Lab

I will be able to say I knew him before he was famous.

I had a long fun chat with Pierce P. tonight about a host of stuff, mostly centering around Second Life. Pierce is extremely talented and easily the most dedicated machinimist working with Second Life. He and I both see the impact that Second Life, and machinima in Second Life, can have on the world.

Naturally, the topic of Linden Lab came up several times in our discussion, especially given being in the wake of the major exploits and downtimes during the Relay for Life event. Now, rumor is spreading of some SLrs working on a competitor to SL, and I've previously stated here how Linden Lab has to kick it into an even higher gear to keep ahead. However, I think another point needs to be emphasized.

Uncanny Valley

I described the idea to Pierce, and he recited the proper name; there exists a principle about the human's reaction to things that are similar looking to humans. It's called the Uncanny Valley. In essence, things that aren't very similar get a positive response, as do things extremely similar. However, as things become more similar but not quite very similar, people have a negative response - like corpses, human-looking robots, prosthetic limbs, etc. Wikipedia tells me, "It was theorized by Japanese roboticist Masahiro Mori in 1970."

It's illustrated in this chart:









In Layman's terms, is there's this "freaky deaky" area on the chart when things are really similar that gives people the heebie jeebies. (Yes, that's a technical assessment.)

Human brains are pattern seeking devices

My take on this is based on physiology. Basically the human brain is constantly looking for patterns. So, if two things are different from one another, a person will naturally look for similarities to put the two in context. Conversely, if two things are similar, a person will be automatically looking for the differences.

Now, when you get on the threshold, you may not realize they are different, but you feel something is wrong on a subconscious level. This I once read is why something like the movie The Polar Express was a bit odd, because Tom Hanks' character looked real, but not really real enough to be very convincing. This is why animatronics are inherently scary and appropriately mocked by The Simpsons.

This is a question I've heard raised about machinima before; where does it start and stop being freaky? Will people outright reject machinima if it is too-real-but-yet-not-real-enough?

It's also a phenomenon that describes residents and Linden Lab. You see, when programs like ActiveWorlds only sort of resemble a Metaverse, people tend to see what similarities they have to a Metaverse. Conversely, when you get something like Second Life that is really close to a Metaverse, and yet with some glaring holes that are waiting to be filled, people tend to focus on the differences instead.

I think that we're moving through the Uncanny Valley for Second Life. There's a lot of frustration because we're so close to where we need to go, and yet those differences are significant and telling. And this means the majority of our comments are going to be criticizing what Second Life is not, rather than praising what Second Life has become already.

So, in light of my last post, previous, and for future ones to come that may come across harsh to Linden Lab's development of Second Life, I think it's fair to keep in mind that folks like myself are critical because things are so close to being what they need to be.

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7/23/2006

Relay for Life and Exploits!

SL as a Game, Sorta

Linden Lab loves to play this game called, "Let's release a patch right before a major release!"

They played it before SLCC last year, before the third anniversary party this year, and they played it again with Relay for Life this week. Now, sometimes they luck out and sometimes they don't. This time they had problems.

Fortunately for me, my interview with NY1 News somehow got done in the 2 hour window between when Linden Lab finished patching Wednesday, and when the grid totally got shut down later that day. Then it was down all Wednesday evening until something like 8 or 9 PST when RFL was putting finishing touches on everything. Then last night, apparently people figured out how to have access to move any object that you can sit on. Ouch! So, grid's still down, supposed to be up any minute.

Reiteration:

If Linden Lab wants to beat out other Metaverses, the outages have to stop. The only way you can make reasonably sure that this happens is if every single patch has more than 3 or 4 days to preview it. I don't mean "just the major patches". I mean every single patch, excepting the occaisional "OMG Emergency Fix!".

This is whether Linden Lab considers it trivial or not. Time and time again Linden Lab takes stances on patches like, "Oh, it's a no-brainer that we're doing XYZ" where XYZ can be a radical change to Second Life due to consequences unforeseen to Linden Lab.

Lindens are busy working, not playing

And that's actually a problem. Every Linden I talk to is up to their ears in work, and so the truth is even Philip is quoted saying, "I wish I had time to play in Second Life more, but my job gets in the way." How then are Lindens supposed to know what really goes on in Second Life and the real issues? I talk to Lindens who aren't aware of certain changes or major trends in Second Life.

Suggestion: Mandate Play Time

That's right, Philip. If you're reading this, please consider what I say. Mandate that Linden Lab employees are required to, while being paid on the clock, to spend a certain amount of time each week just exploring on an alt. Track the time on a board in the office. If people don't meet their requirements, pull them off whatever they are doing until it's done. I believe employees need to constantly be in touch with the products and customers.

I'm pretty sure I'm borrowing this idea from some places that I've read; I know I've heard of companies doing this before. And yes, I realize they're supposed to be doing it regardless in their free time, but we've already quoted you having a problem with that, and I doubt you're the only one.

Back To The Relay

So, the Relay sported a ton of people. I ran about 10 laps, which I racked up 8 just testing the Running Assist script I made - thanks to Jerry for that idea, where people can run and still be able to talk with their friends at the same time.

I'm really happy that something like the SL Relay for Life exists. I love that the American Cancer Society is reaching to virtual communities for support, and in the post-Katrina world, numbers show that Internet donations are much, much less expensive to obtain than mailers or phone call drives. This is the future, people, expect more of it!

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Yours Truly on NY1 News TV

Here's the story. It was the Tech feature this past Wednesday, and it's got Beth Noveck from NY Law School who sponsors the Landing Lights 3-D Wiki, and then me being my usual wordy-nerdy self.

Here's the video linky, in case you missed the little icon under the title. Here's lo-res in case you're doing the Internet old-school. (Requires Real Player either way.)

Thanks to Adam Balkin and NY1 for giving the story coverage, Catherine @ Linden Lab for helping make the connection with the press, and New York Law School, Tom Lowenhaupt, and the irrepressable Jerry Paffendorf for the continuing support of the project.

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Rapid-fire Posting 1: Websitey Goodness

(June 26th? Has it really been that long since my last entry?)

A few topics to discuss, so I'll just post them in seperate posts so people can hyperlinky away and I feel like I've added lots of content. Yay!

My first announcement is the making live of my business website: www.oobsoft.com

I suppose that means I'll have to add a linky on the sidebar and add the logo or something. Hurray to self-promotion!

On a more serious note, I guess I'm fairly even more transparent now with who I am and what I do in SL. Most people are used to going from "real life" to a persona online, it's sort of interesting to watch as myself and others do the reverse.

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