1/31/2008

How Tenuous Our Infrastructure Is

Asia's got Internet problems, and it's not just the Chinese government's unwillingness to let go of their ancient censorship practices. No, apparently what happens when an undersea Mediterranean cable is cut is that "large swathes of Asia, the Middle East and north Africa had their high-technology services crippled". (CNN story here.) Curious, I decided to check out Internet Traffic Report.

Here's what I found:

If it's not obvious to you, check out 12:40pm. Ouch.

While widespread blackouts are getting rarer, this reminds me of the Northeast US blackout during the late summer of 2003. And I was just reading Wired magazine this month online with a series of "America's Best Kept Secrets" that includes a picture of where the trans-Atlantic cable connects to the USA-side in my home state of New Jersey. The photographer comments how innocent and fragile it looks. Yeah, well, I guess it is?

In a world depending so much on stable, digital communication, shouldn't we have ... oh ... redundancy in our undersea cables? Multiple companies providing these services? And since they are in International waters, do we have any oversight whatsoever as to what actually happened? Things we sort of take for granted, hmm?

Oh, speaking of Wired, 2 things. First, I'll have my response to Julian Dibbel's article very soon.
Second, I noticed that "machinima" made it into Geekipedia, and "metaverse" has not. I took a look at the voting page, and found:

Machinima
by Paul Marino

A fusion of cinema, animation and video games, Machinima (muh-sheen-eh-mah) is the application of live-action filmmaking practices within a real-time 3D virtual environment - most often done using 3D video games.

Notable examples include Red vs. Blue (made using the Halo, Halo 2 and Halo 3), Person 2184 (Unreal Tournament 2004) and My Second Life (obviously, Second Life).

109 up / 23 down

Metaverse
by Ron Blechner

The Internet evolved into a set of immersed, 3-D environments where users interact with content and other users via avatars.

99 up / 26 down


So see the up / down numbers? That's up and down votes. Machinima has just about the same number of up-votes as Metaverse, and the same number of down-votes. Why hasn't Metaverse been accepted? I don't know! I'll grant that Paul Marino is one of the most well known experts on machinima. But could it be that ... Wired has something against virtual worlds? Eh? I'll make the case in my next blog post.

So, I encourage you to go vote on "Metaverse" for the Geekipedia, up or down!

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I want to do a webcomic

I guess it comes with being a geek. I'd like to think of it as taking after Ben Franklin or Da Vinci or Einstein or other great scientists who had worked on many different interests within their lifetimes. But, there I was earlier today, sitting at dinner with a pal, and it occured to me that I ought to write a web comic.

Only, I don't have the time to do the artwork. I'm not a great artist, but I certainly don't have the extensive dedication needed to develop characters, perfect drawing them, and do this at least 3-5 times a week. I can, however, come up with compelling stories, quips, and such. I'm always running situations in my head tangent from conversations. I can visualize and describe what would be happening, but ... I'm not the artist, I'm the scientist..

I think about comics like XKCD.com, which clearly are intended to be about storylines and jokes rather than characters. But I don't want to resort to stick figures because that's so clearly copying. I also think about American Splendor, a break-through semi-autobiographical comic more interested in exposing the absurdities in life than making people laugh. I think. That comic is written by the author and then he has other people draw it.

The funny thing is the reverence one comic has to another. I could sit here talk about XKCD, who I've read comics paying homage to Penny Arcade. And Penny Arcade pays homage to games and movies made by other authors and artists. Meanwhile there's probably mainstream artists out there thinking about getting back to their roots and doing simple webcomics online. It's like one long grass-is-greener circle of doom.

I love what I do for a living, building virtual experiences for companies. Yet, no matter what I'm constantly trying new expression, constantly doing new things. Maybe I should get back to the things I already do well? Maybe fate will provide some opportunity in the future for me.

For now, the blog.

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1/30/2008

Mitch Kapor: Facial Expressions for the win!

Go listen to this immediately! Adam Pasick from Reuters interviews Second Life board chairman and software visionary Mitch Kapor. The first and biggest topic? He's working with someone to prototype a new camera that will map facial / body expressions onto Second Life avatars via the Open Source viewer.

...

You know, something I've been talking about for 2 years? Something that Stephenson got down with Juanita's character in Snow Crash, released a decade and a half earlier?

To paraphrase, Mitch's prototype should help convince Linden Lab that this is a good idea to pursue. And it's only 16 months after I pitched it to Philip Rosedale at SLCC 2006.

*smug grin*

Okay, on a serious note ... I'm curious if this kind of technology is something other than "completely obvious and intuitive" as a feature for virtual worlds? Are there people out there who are surprised or write off this as "no big deal"? I'd love to debate this.

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1/22/2008

Identity in a New Era

Steam of consciousness is not the easiest thing to read, I admit, and I apologize for this in advance. But today I had allergies act up and my nose has been running like a faucet so sleep is sort of out of the question until the combination of my body and some OTC meds clear me up.

Confession: I think non-stop. Stress makes me think deeper and harder, as well. Today I read a story on the BBC online about sensory deprivation, and one former hostage said when you're alone you have to depend on you having "enough in your head" to get by, or something. I guess it's like that. The mind is the ultimate get-away. And, unlike TV, movies, or video-games, as thought-provoking and interactive as those may be, the mind has a way of urging you to churn out its contents into creative forces. Like this blog entry, for example.

Virtual Worlds as the Ultimate Creative Outlet

That's ultimately why virtual worlds that you can create in are so cool, because that mind-space pours out into a shared setting in a way that can be almost literal. Sure, things like music and writing and speech and other creative outlets wind up communicating that mind-space, but virtual worlds are so inherently surreal that they are like sharing dreams.

And there's no doubt people crave this outlet. That's why MySpace and Facebook and YouTube are so wildly successful with content creators. It's that same creative juice, only rather than beinig a simple hobby like building model airplanes or arranging a garden, these are things people can do as creative outlets that they can share with people all over the world. They are sharing this whole part of themselves that used to be a privilege only the artistic elite had.

At the same time, peoples' identities are being plastered all over the web, archived, and searched. It's creepy, and I've been reading Eric Rice and he's right on when he elaborates on a new type of data farming in the future. And I had this little conundrum: I went to a New Years Eve party, took some pictures, downloaded them from my camera to my computer, and then went to upload to flickr.

I paused.

Why didn't I just upload them to flickr? I had mentioned at the party that I'd be doing that, no one expressed a problem with it. I've even got a Firefox add-on that makes uploading to flickr a matter of drag and drop simple. But instead, there I have been sitting, now 3 weeks later, still not uploaded.

Identity

Since I co-founded SLCC back in 2005, I made a conscious choice in my life that I'd have to accept that I was somewhat of a public figure (though a minor one) and that information about me would be available. I came to terms with that, and don't regret the decision. However, as I google people - friends from the past, etc - I find there's a huge divide of people who are plugged in and people who aren't. It's like me showing my mom Second Life live for the first time on Sunday. What's with that? I've told her about it plenty of times, she has a laptop that can run it, though she really isn't super interested in being there herself.

So?

So looking back, I've been open about my identity to a point, consciously, letting my "business identity" of sorts shine through, and always being fairly down to earth when I meet people personally. (Whether real life or in-world.) And this usually works very well, and I can filter who knows a lot about me the way anyone would - by whom I know better, who has earned my trust and friendship, etc. Add to this situation an ex whom I dated for several years who wasn't all that terribly interested in my job. I had a fairly established personal life and business one.

The Two Identities of Workers in Corporate America

And having these two lives is very Americana - people "leave their jobs" at the office, so to speak, and come home. Meanwhile in corporate America we're taught by employers to not discuss your private life, as it might be inappropriate or "offensive". This is reminiscent of the Army's "Don't ask, don't tell" policy, when you think about it.

Yet, inevitably, our personal and business lives both influence who we are very much, and it's impossible to change one's behavior completely for one or the other. Our family lives affect our attitude at work; our stresses at work affect our family life. (and so many other ways) So these two identities are separate, yet intrinsically tied together.

Identities Bleeding Together

And then there are the things that plug each of the two identities together in a very direct way. In my case, some examples:
1. As a partner in my business, Involve, I keep in contact with my partners on a personal level because starting any business is difficult. We need morale up, we need to stay motivated and focused, and so it's natural that we look out for one another more than just coworkers.
2. My cousin just started in Second Life recently. I used to rarely talk with him, but I find him entering this virtual world and really immersing himself.
3. I went to my grandmother's 90th birthday party a couple weekends ago. There, my business kept being brought up by family members in conversation. Talking about what I do seemed inescapable.
4. My lead programmer is a friend of mine from college. He's a brilliant programmer, likely better than myself, and was very into virtual worlds, and was looking for a new direction. The choice was a no-brainer. I find though having to be his boss a challenge, and I find myself flagging times specifically as business or social. Yet, they inevitably intermix.

The list goes on. Do I really have a separate identity? No. It is like when a person has more than one avatar with different personalities - that is still the same person at the keyboard controlling them, but it's two ways that they express things. Only if it's just avatars, then perhaps it's for fun. When it's real life, I find it more and more compelling to be myself, and thus always be sure I'm grounded in who I am and how I respond to people.

The trick I think is that as a culture, we are becoming more open, and this identity line is becoming more transparent. And we're in for a hell of a journey. Already there's plenty of evidence of employers googling potential candidates and screening people based on search results. And I thought Gattaca was scary! And yet I use it to verify facts, as a research tool for people. If a contractor comes to me looking for work, of course I will look for evidence to show that they indeed worked for their other employers. As I search for a new roommate, of course I'm going to Google them, and see if their claims to be "easy going and quiet" are backed up by their MySpace profile.

3 Great Questions for the 21st Century:

There are a few great questions of the 21st century, and they all revolve around identity.
The first: Will technology control us or we control technology? (the theme of the Matrix series of movies)
The second is: Will openness of personal data and identity make us more tolerant or paranoid?
The third is: Once we are sharing so much of our thoughts, ideas, and lives, will the notion of contribution to progress be so intermixed as to make intellectual property a principle based on sharing rather than the individual?

Identity is being redefined in this century. We're watching it happen. I guess the easiest thing to do is to look at people I admire for guidance. The historical figures I admire ... all human. I can think about scientific and spiritual giants like Einstein or Richard Feynman or Jesus or Martin Luther King Jr. (I knew I'd figure out a way to work him into this post, on his holiday.), or perhaps the Dalai Lama, or John Lennon, or Ben Franklin or, for that matter, any historical figure that is admired, and they share one thing in common: We know about who they are. Their lives are shared with us and we know them as human beings, not just as empty symbols of ideology.

And for a more practical basis, I look at my contemporaries that I admire, and I again see men and women who reveal themselves rather than hide. It's that spark of childhood glee that makes me appreciate Philip Rosedale when he talks about how virtual worlds are a big Lego kit more than just a business owner who started Second Life. I've been reading Cory Ondrejka's blog as well, (and have heard him speak several times, and then there was this kareoke bar ...) and there's something extremely humanizing when someone with such a daunting educational and career portfolio as he can just be self-deprecating about his own code ("LSL as a failed language") and just down to earth about what he thinks, rather than what a company thinks.

The people I generally don't get along with are the people who are always hiding things, or putting on a show but distracting me from what they really think. Additionally, I've encouraged Linden Lab as a whole to be more open about their identities, in a way Torley pioneered. Heck, that's the ironic secret to Torley's success, I think - he's always just been himself. (And being positive about everything helps a lot, I suppose. *grin*)

I think my choice is clear. My identities should flow a bit more together. Call this blog post a start?

I supppose that - and this is an excuse - I've always felt that there's so many talented, wonderful people in the virtual worlds industry, that there's a nagging feeling like I wouldn't measure up somehow. And, that's clearly not true; I'll say this in the most humble way I can think of right now at 3:30am - I have some pretty clearly measurable success by anyone's standards.

Maybe that's my 20-something identity crisis. Geez, I'm too young to be thinking these things! But that's me, always thinking. No, that's not really correct. I suppose my generation is the generation about openness, and so this is fairly appropriate. Tomorrow I'll get back to writing code, but perhaps you have your thoughts, reader, that you could share in the comments below?

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Havok 4 arrives in SL. No, seriously. For real!

My 2008 predictions are off to a good start.

Once my sim's up I'll do a review from some tests.

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1/18/2008

The Tech Exhibit Construction: Day 4 and 5

I'm catching up here, I know!

Day 4

Thursday was a fairly productive day on our Music Orbits project for The Tech. (See previous entries for background.) Thursday Ian focused on creating the actual physical model, a Jules Verne-eseque mechanical device that is plausible in real life. Meanwhile, I focused and successfully completed a basic knob-style grabber control for the planets.

Part of my work was working around a bug in Second Life. While SL is still my personal choice for most robust virtual world, it is still riddled with little bugs.

(WARNING: PROGRAMMING JARGON ALERT)
One of which was me trying to move a linked child primitive within a larger prim-set. In theory
and according to LSL documents, it should set the location of a child object based on a relative offset from the center of the root prim's world location. This goes for both the llSetPos() command and the llSetLinkedPrimitiveParams() command. I calculated my math right, as evidenced by the fact that I could successfully rez an object exactly in the right spot using global coordinates. However that same math used to set the position of a linked prim failed. Slightly. (By a factor of about 10%) And, only when the orbit was rotated.

Ultimately, my fix was to simply work around it, given my limited time, and make the planets independant objects. That also was a nice fix because it makes the rings size-neutral. (Whereas linked objects sometimes complain when they get too large, thanks to antiquated restrictions based on the Havok 1 engine that we still are waiting to be replaced.)

Day 5

I also found that since I was reading the "grab" data from LSL, it was global coordinates, so I had to check it against the rotation of the ring, to keep a consistent interaction - e.g. Mouse dragging left does counter-clockwise, right does clockwise, regardless of the orientation of the ring.

From user feedback I also tweaked the way grabbing worked. Rather than simply checking if the grab was over one specified threshold (how "hard" is the user pulling in a direction) it programmed a multi-layer check, and subsequently added an additional, faster drag speed. Even with the delay of 0.2s on a llSetPos() for non-physics objects, it was still a fairly smooth experience. Ultimately, I will likely add another threshold, or perhaps just scale the movement directly based on the value of how great the avatar is pushing or pulling.

So both days wound up being much more interactive with other users than Day 3. And because Ian was sick one day, he'll be continuing work on this. And given that we are still waiting on sound files, I suppose I have some scripting ahead of me, as well. However, the interaction controls are by far the harder of the things to script, rather than reading data and switching music.

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1/17/2008

The Tech Exhibit Construction: Day 3

Wednesday, Ian was down with a migraine, so I pretty much spent the time by myself with a handful of people watching and chatting. I scripted up the basics to moving the planet around in an orbit.

While Ian was away, I had Bryan Campen stop by, at my request. Bryan's worked with some interesting interactive art in Second Life, and with ambient music (a la Brian Eno). He had some advice about the project, that "less is more" generally with ambient music, and mixing different sounds, and recommended a slower tempo.

Day 3 was by-and-large a quiet scripting day for me.

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1/16/2008

The Tech Exhibit Construction: Day 2

Fresh off Monday's progress, we delved into starting to play around with some of the specific interactions that users might do with the exhibit. We scripted a cube that would play a sound based on its height and gave that out, so that attendees could experiment with that relationship.
This may or may not make it to the final set of interactions, but I found it interesting controlling an aspect of sound with a spacial attribute.

We also were joined in conversation with Scott Shapiro, who lent advise as to how the music would work. He indicated that keeping the scale the same would be the easiest way to keep music from going nuts and sounding cacophonous. Scott will be providing some basic sounds to play around with as we continue constructing the tools to work with.

As we do the project, we're keeping giveaway boxes that dispense versions of the tools as we play with them. This keeps the project under Creative Commons as well as encourages people to take copies, play with them, and contribute should they choose.

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1/14/2008

The Tech Exhibit Construction: Day 1

Hi, folks. My Creative Officer, Ian Tepoot, and myself, are working on a demonstrative exhibit for The Tech Museum of San Jose this week. Our company, Involve, developed The Tech's presence in Second Life. I will be blogging daily about this exhibit.

Exhibit Project Website Link Here

Before we started, Ian and I discussed the project with Nina Simon, curator and in-world wrangler for The Tech. We agreed that Ian and I should go about the project like any other individuals interested in developing an exhibit. We have been analyzing our decisions since then so that we can ensure the exhibit will remain a model that is reasonable for people to follow as an example. The only concession to this that we made was making sure that our project idea was something we all felt was reasonable within the time frame and would be ultimately able to be realized should The Tech be interested in it for a real exhibit.

That said,

Day 1

Ian and I started by examining projects on thetechvirtual.org, and among them that we were interested, we saw the IR Orchestra. I had mentioned that I had been playing around with some simple beat-box type stuff and thinking about how 3-D interfaces can control sounds and music in Second Life.

We decided that the objects would wind up being inherently artsy, as it would be a sculpture, of sorts. Inevitably, for the interaction to be easy and natural, a straightforward analogy would need to arise. This would be something like a solar system, or a constellation, or an atomic structure. During Day 1's conversation with volunteers and visitors, we realized that a solar system would be an appropriate model.

As we interact in a 3-D space, a variety of ways of interaction arise:
- Touch
- Drag
- Menu

And ways to visualize data is also available:
- Location
- Size
- Shape
- Color
- Brightness
- Transparency
- Proximity to other objects

And then there were ways the music / sounds could change:
- Volume
- Speed / frequency
- Pitch
- Mood
- Different instruments

So we had our work cut out for ourselves. We decided to go with orbits that planets would move around, to retain some sense that this could be constructed in the real museum. Floating objects work well in Second Life, but don't achieve an overall goal of designing a real exhibit.

Our time flew, and before we knew it our 2 hours of alloted time was up.

Please feel free to sign up and contribute to this project, or any other. We're meeting daily @ 10am PST - noon PST all this week at "The Tech" sim in Second Life

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1/09/2008

Should Have Predicted: Linden Lab Bans Unaccredited Banks

Reuters report here, and original Linden Lab post here.

I should have included this in my 2008 Predictions. In fact, I have predicted this, famously in an argument I had during SLCC 2007 with a SL investor who shall remain unnamed. :) I've also predicted it to Shaun Altman, who IM'd me late last night after the news hit asking if I had any foreknowledge. Well, I didn't, though to me, it was obvious.

And maybe the fact that I saw that ban as *obvious* is why I didn't think to pick it as a 2008 prediction. With gambling banned in Second Life almost a year ago (huzzah!), I'm kind of surprised it took Linden Lab this long. They are pretty resolute with their philosophies, so I suppose I understand why they took their time to make sure it was the right thing. How many "ZOMG This person ran off with all my money" and "ZOMG the ATMs were hackz0rrd!" stories needed to come out before people realized these were either (a) Outright Ponzi schemes (b) Illegal unregulated banking (c) At best, a very expensive hobby where you are bound to lose money.

Consider that Linden Lab CEO Philip Rosedale originally was quoted supporting Ginko as a bank, thanks to Reuters:

“If a bank like Ginko were to borrow money from us as the federal reserve, then they were to presumably charge a higher rate of interest by lending themselves — I actually believe that they could still use something akin to the Grameen model to establish a reasonable credit risk in their lending,“

Now, knowing Philip Rosedale also has complained that he hardly has a chance to really poke around in his own world very often, it's likely Rosedale was speaking hypothetically. Still, an influential person has to realize that being influential means people will take your hypothetical thoughts as suggestions.

I also wanted to commend Linden Lab added the specific addendum:

"We will not apply this policy to companies who submit a registration statement, charter, or other applicable license from a governing regulatory authority, or who are merely conducting marketing or education, but not accepting payments."

Linden Lab, in adding this language, are showing that they, as a company, are maturing in their understanding of how legitimate business can operate in virtual worlds.

Prediction: No impact on the SL economy.

That's right. And I'll end this here.

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1/03/2008

2008 Virtual World Predictions

Without further ado, and with no regard for how many, some fake ones sprinkled in (and replaced immediately) and a bit tongue-in-cheek:

1. More than one virtual world in Beta now: vaporware and/or go-nowhere-ware.
2. We get an explanation why Arden went to Neverwinter Nights. (Did Castronova mis-spend funding or does Multiverse not deliver on what they promise?)
3. First mass-distributed paper-edition magazine for virtual worlds. (Probably put out by PC Gamer Magazine or a similar title as a spin-off.)
4. No open-SL-servers. (duh)
5. New wave of companies in virtual worlds who finally understand that "if you build it, they will come" doesn't work.
6. Havok 4 in SL. No, really, I think we got it this year.
7. Facebook virtual world application. (Maybe Metaplaces? Raph, c'mon, we know you can do it!)
8. I get ripped off for my ticket to Virtual Worlds 2008 Spring in New York. (Wait, that doesn't count since I control whether or not I go.)
8b. Former Linden Lab CTO Cory Ondrejka is offered a job by IBM. (This I say with no knowledge whatsoever, I'm just guessing, but seriously, wouldn't that be a smart move by IBM?)
9. Candidates use virtual worlds in the 2008 Presidential Election, and at least one question in a televised debate is about virtual worlds.
10. Blizzard announces that it's undisclosed virtual world project is "World of Starcraft", after Starcraft 2 gets huge sales and great reviews.
11. A US Congressman (probably Republican, given the trend) is involved with a scandal involving an underage boy and yiffing on a virtual world.
12. IBM will buy a virtual world company.
13. SLCC will be in Tampa, Florida. (No, wait, that's already determined true, this is just a random plug for the event! haha)
13b. Duran Duran will still have yet to have set foot in Second Life.
14. Prok will take me off her enemies list, realizing I'm more harmless and silly than harmful.
15. William Shatner will appear in Second Life. (Hopefully for my company, and hopefully I get to meet him, because I believe that's one of the things I need to do in life before he or I dies.)
16. There.com will rename itself "SecondLifeSucks.com". Kidding. (kind of!)
16b. My mom will finally log onto Second Life after I convince my step-dad to remember the password on his wifi.
17. My dad will not log onto Second Life, because of his Luddite attitude toward not upgrading his Pentium 2 Sux-hundred megahertz clunker, and resistance to getting some #%&$ing broadband and off his crappy dial-up! (combine an old DEC-guru with a hate for cable companies, go figure)
18. Someone, somewhere, might find one of these predictions funny. (Ouch, that's a long-shot. I better come up with a real one for #18)
18b. Someone will bitch and complain about semantics when I claim one of these predictions is true. (No, that's too much of a sure-thing, let me try again.)
18c. "Avatar" will be the word of the year. (See what I've done, I had to recycle a failed predictions from last year!)
19. Strong Bad will reference Second Life in one of his e-mails.
20. There is no #20.

There you have it! Solid gold predictions, baby!

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