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Oct 222008
 

OK you should have spotted quite a few characters living on this post :)  Originally there were ‘video-real’ talking, salesy character centered on the page courtesy of CLIVEvideo but I still talk about them more below.

A few months ago I blogged about the new kid on the intranet block, those  ‘layered’ social virtual worlds. Quite simply they are communities of pseudo 3D avatars layered over the 2D web (browsers). I noted that these services are a transition to a ‘live’ collaborative web 3.0 world as this is more of a “let them dip their toes in” before committing to a higher bandwidth, more fully rendered 3D world such as many of those on my sticky video of the 08 metaverse.

I certainly think is the best approach for large numbers who wouldn’t be seen dead or alive in something like Second Life. This is another quick whistle stop tour of a quickly evolving player, Rocketon and also a recent Aussie company who have an alternative approach -  ‘live action’ video layered over the 2D web CLIVEvideo.com. (Incidentally if everything is working you should have had a person talking to you in the middle of this post – if not it may be many months later and things have broken OR some other technical reason I cannot ponder at the moment – IE!). Even though I start by talking about Rocketon and it’s implications, having the privilege of playing with the demo of CLIVEvideo for a while I realised many points are relevant to both – bar the ‘big’ nay huge fact that Rocketon is social (shared, real time and partly pulled) and CLIVE is pre-rendered, pushed and fixed (although they tell me they are working on being a bit more web 2.0).

I have been beta’ing and playing with Rocketon for the past few weeks trying to see how it fitted in with my normal zillion web 2.0/3.0 application lifestyle and finding out where the real attraction is for large numbers to adopt this hybrid paradigm. Firstly it I noticed that with Rocketon in minimize mode, every web page I visited it seemed to be doing something in the background, watching? Spying? Regardless every hour or so it gave me a present – some pixel jewelry, a funny avatar – I have a massive collection of stuff now – what to do with it all and how does an emerald relate to me browsing a ‘map of sydney site’? I have still to work out what is going on with general browsing but two killer apps are evident with Rocketon after a few hours tinkering. 1 – Making existing branded websites fun/sticky and 2 – Making web surfing more social, gamelike and challenging.

The first image you can see above is me and SilkCharm being silly so and so’s dropping Burger King pixel toys on MacDonalds sites (only we can see it of course), but with a larger group like the top image, it starts to have significance…if only in the ‘power’ to do so and the fact that pictures/videos are taken and put on blog posts/flickr/YouTube (ah the old rippling impressions). I also made a quick film of a few of us invading the SMH webpage, partly Laurel and myself showing how ‘communities’ can and will make ‘statements’ – much the same as we do in group based social situations in the real world. The potential for positive product placement, interactive toys, loyalty benefits and so on will not go unnoticed by readers of this post!

But the more interesting element of Rocketon for me is where the community are given the tools to create quests, puzzles or games for each other. To demonstrate the potential of CCG (community created games) the Rocketon team set up a simple quest with pretty easy clues. The process, you are given a mission, you read clues, travel to websites (with the Rocketon layer activated) come back to a base and so on.

The thing I really like about this simple example is that you can embed pixel ‘treasure’ or goods on websites, without any recourse to the website owner of course. (I am sure Rocketon are thinking hard about the legal ramifications of hundreds of RTons heading off to litigeous sites to find inappropriate items and then posting the experience!). Anyways you can see in these two images I have been given a secret envelope and sent to ebay to collect a parcel to post and then await further instructions. Suddenly a couple of web pages turn into a scene from The Thomas Crown Affair.

I have quite a lot more to say about Rocketon and it’s distant cousins such as weblin but time is pressing and lots more to get on with. For the moment though all I can advise them is to enable tools for the community to develop their own fun or for marketeers to start to offer quite tricky quests for real world prizes – I am sure this is happening, it is the only path to really get the numbers up.

So to CLIVEvideo. I have literally been playing with this for less than an hour today after Scott from Maxy’s grabbed me on twitter! It looks very promising. I have seen many variations of this over the years but the implementation of this particular technology is pretty accessible and is squarely aimed at ad agencies, SMEs and larger companies and those who want to differentiate their website and make it a little more viral. As with the points above about Rocketon the real value of having layered personalities over the webpage is to build bridges between the layers (the avatars or video peops relating to what is below them) – or why be there in the first place. CLIVEvideo.com have some great tools to build ‘key’ed’ (invisible backgrounded people) sequences and to also add in sequence applications (person, flash demo, person, page link, person, product video demo etc) and are focused on sales or corporate messages at the moment.

But imagine a future where the keying is from 4-10 people, a webcam community, who start to act a little like we have been doing with Rocketon. Doesn’t have to be full body necessarily, but why not – webcam pointing at users in front of a green or blue screen in their office/bedroom. Then you really have some potential to make the 2D web much more fun and sticky. The applications for marketing, socialising etc start to kick in when you can (like some video chat applications) render pixel elements over the top of the live video image. Ummmm. *rubs hands*… It will certainly be a lot of effort for some, but having specially designed web pages for ‘Keyers’ (as they shall be known) would also provide Google Lively type integration – key yourself live into this and make the branded movie etc etc: This reminds me a little of the fun video I did at AFTRS recently with SilkCharm and lots of invited real people – keye’d into World of Warcraft – that I shall leave you with!

Finally, finally well still on this topic a new player that makes it even easier to meet and chat based on the web page your on is Live World. It’s product LiveBar is basically a ‘chat’ engine that detects the page your on and connects you to others that are also on that page.

Now we will really see how popular some webpages are 🙂

Oct 152008
 

Been a bit lapse in not posting other talks I have been giving around Oz so these are just in time. A range from Cross-Social-Media, Mixed Reality, Games/Film and the Creative Web…

Weds 12-14 November 2008 – The 23rd Annual SPAA Conference, Sheraton Mirage, Gold Coast, Australia

Presenting on and producing panel on Thursday 13 Nov 3.00-4.15

WHERE VIRTUAL WORLDS MEET TV, WHERE FILMS MEET GAMES

Which side of the wall are you on?  Are You Ready for the The Mixed Reality, Entertainment Perfect Storm

TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision. Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV programs Laguna Beach, The Hills etc and there is a growing tide of global landmark series spilling into virtual worlds such as CSI, The L Word and Big Brother.

This exciting panel will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. The panel is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

“I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films. Another ‘wind’ is virtual worlds, particularly the exponential growth of customisable social spaces and the important ability to integrate external media into them. The third force is audience behaviour, who involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, such as live reality TV becoming more game like and now over 100 feature films in production based on game worlds. All of these forces together are creating a really potent mix that all producers need to be aware of” Gary Hayes

Speakers:

 

Thursday 23rd October, 2008– DebateIT: All the web’s a stage!

Join us as we debate whether the internet is helping unleash creativity. What opportunities are there for the creative on the internet? We will discuss the enormous potential of user generated content, the new business models and whether the technology is driving or restraining creativity. Speakers include:

  • Gary Hayes, Director LAMP & Head of Virtual Worlds, The Project Factory
  • Martin Hosking, Executive Chairman, RedBubble;
  • Angela Thomas, Lecturer, English Education, University of Sydney;
  • Therese Fingleton, Project Manager, Australia Council;
  • Jeff Cotter, CTO, SIMMERSION Holdings

Venue: Lecture Theatre, Museum of Sydney-Cnr of Phillip & Bridge Streets, Sydney Time: 5.00pm Р7.00pm 5.00-5.20pm РRegistration, drinks, canap̩s and networking 5.20-6.30pm РDebateIT 6.30-7.00pm РDrinks, canap̩s and networking Cost: $50 (inc. GST)

Saturday 24th and 25th October – SPAA Fringe – Keynote “Future of Social Media Entertainment”

Next week, on 24th and 25th October, Sydney’s Chauvel Cinema will come alive with the buzz of talented filmmakers at the 9th annual SPAA Fringe conference.-Continuing the tradition of showcasing innovative and aspirational speakers, delegates will be delighted to know that LAMP Director Gary Hayes; award winning Executive Producer Sue Maslin (Celebrity: Dominick Dunn, Japanese Story); and Phil Lloyd, (Writer), Reuben Field (Post Production Supervisor) and Dean Bates (Producer) from Review with Myles Barlow will also be sharing their insights.

“Gary Hayes is one of Australia’s leading authorities on cross media. He led the new media division at the BBC for several years and is called on to speak at all the major international digital events. Cross platform is such a massive, evolving beast and this important session is to bring us up to speed with what is happening NOW.-Luckily for us Gary lives and works in Sydney (at AFTRS) – frankly he was a no brainer.” Gaylee Butler, SPAA Fringe Curator

Hayes is the Director of LAMP (Laboratory for Advanced Media Production) and Head of Virtual Worlds, The Project Factory. At SPAA Fringe, Hayes will look at the existing and future forms of entertainment by studying successful case studies of ‘connected’ entertainment around the world and some of his own work at BBC, game and virtual worlds and selected projects at LAMP and AFTRS.

“Social Media Entertainment at its simplest level is large connected online communities creating, commenting, sharing and playing with content. As eyeballs move from traditional distribution screens, so do the advertisers and so does your funding. Be prepared for the future and start to understand how to really engage with the participatory audience, learn how to engage by having a conversation with them rather than shouting at them.” Gary Hayes, Director at LAMP

Sue Maslin is an award-winning producer with credits including the feature films Road To Nhill and Japanese Story. She has independently produced many documentaries and is Executive Producer Of Celebrity: Dominick Dunne, which premiered to sell out audiences at the 2008 Melbourne International Film Festival.-Her session will look at alternative ways of managing business and financing projects in the new “˜Offset’ environment as well as retaining and exploiting content rights across all screens ““ cinema, television and digital on-line. Celebrity: Dominique Dunn will open theatrically on the opening night of SPAA Fringe, where delegates will receive a discount by presenting their badge.

“SPAA Fringe attracts emerging and experienced filmmakers who are prepared to think outside the box. It provides the perfect opportunity to engage with the comprehensively changing screen industry landscape and the kind of methodologies and screen content which will be relevant in the future. All bets are off as far as I’m concerned. Expect really exciting and challenging times ahead.”-Sue Maslin, Film Art Media

Review with Myles Barlow was conceived by long-time friends Lloyd and Trent O’Donnell (Co-creators) who originally intended the show to be short interstitials, one review per episode. In 2007, Lloyd and O’Donnell brought the idea to Starchild Productions, the Darlinghurst partnership of producer Bates and director Field. Together, the four developed the project in their down time. Review with Myles Barlow looks at the triviality of critics who “˜waste time’ on matters such as film, food or art. The show follows one man who dares to review all facets of life ““ our experiences, our emotions, our deepest, darkest desires ““ to rate them out of five stars.

“The team behind Review with Myles Barlow are interesting for a number of reasons.-They go to air on ABCTV on 16 October so the show is fresh as a fish. To raise awareness they have a really clever viral campaign going on and their low budget means that the set is entirely created in post– production.” Gaylee Butler, SPAA Fringe Curator

Friday 31 October – Future of Branded Social Entertainment (McCann Erickson)

Details to follow

24-25th November – Online Social Networking and Business Collaboration – Dockside, Sydney

Unravel the mysteries of web 2.0 as leading executives from enterprise marketing and government demonstrate the opportunities and challenges awaiting you in the second generation of web based communities.With the explosion of interest in the business models driving the internet economy, this event will establish the commercial offerings social media can bring to enterprise, marketers and government.

Offering Keynote insight from the industry’s leading experts, social media campaign studies from corporate marketers and collaboration case studies from enterprise and government, this 2 day streamed event will promote your understanding of how all areas of the traditional economy are benefiting from the revolution in social participation and collaboration.

Expert Research

  • Gary Hayes, Director LAMP and Head of Virtual Worlds-The Project Factory
  • Michele Levine, CEO,-Roy Morgan Research
  • Tony Marlow, Associate Director of Research-Nielsen Online
  • Michael Walmsley, General Manager Asia Pacific,-Hitwise
  • Nick Abrahams, Chairman, Technology, Media & Telecommunications Group,-Deacons
  • Scott Buchanan, Founder,-Buchanan Law
  • Donna Bartlett, Partner, Media,-Holding Redlich

12.00pm Tuesday 25th – Digital Worlds: Social, Virtual, Mobile

  • Meet generation V
  • What are the opportunities for enterprise, marketers and government?
  • The psychological implications of virtual interaction
  • What are the mobility limitations of virtual worlds?

Gary Hayes, Director LAMP, Head of Virtual Worlds, The Project Factory Laurel Papworth, Director & Social Networks Strategist, World Communities Paul Salvati, Director, Channel Management, smartservice QUEENSLAND

Well that’s most of them – there are lots of seminars and private tete-a-tetes mixed in-between, as well as endless prep at AFTRS etc etc: making for a rush towards the end of the year!

Oct 102008
 

Interesting times ahead – the Console space finally collides with the Social Virtual World space as Sony and Microsoft race to be first to offer non-closed beta, ‘social (read: commercial) virtual world’ front ends to their ‘trojan horse’ consoles. Will they start to reap the benefits of a very large installed user base as both are likely to launch this side of Christmas in several international territories, and will they fly?

Both the Social World front end and the DIY games components (LittleBigPlanet and Buko) of these consoles have tremendous impact potential due to the massive installed base. As at the end of 2008 we are looking at PS3, XBox360 and Wii have a potential ‘Console Social Virtual World’ user base of 100 million! Compare that to the 1.5 million Second Lifers or even the 12 million WoW addicts…

The report from International Tribune about the two new ‘social worlds-in-your-console’ rivals, XBox New Experience (launching Nov 19) and Sony’s PS3 Home, suggests that Sony has cried wolf too many times. Sony have over-delayed the launch and are probably are trying to start out too big (vs the lower rez, cartoony avatars we see in the Wii [Miis]) and now the XBox equivalent, image above.

…Hirokazu Hamamura, a game expert and head of Japanese publisher Enterbrain Inc., who was at the Sony booth, said he needs to see more to assess “Home.” “You still can’t tell what it’s all about,” he told The Associated Press, adding that “Home” may be coming a little late compared to rivals. “There are so many more possibilities for a virtual community.”

The NewXBoxExperience (NXE as it shall be now known) on the other hand has much more accessible friendly ‘toons’ which are very simple characters representing you in the basic XBoxLive interface. As I mentioned the interaction is likely to be similar to that on the Wii and Animal Crossing Wii also about to launch looks interesting too in this regards. But NXE will likely put off some of the hardcore gamers who don’t want to be represented by Simpson’s like avatars with minimal options to customise/personalize and make them their own? But is this just a half baked attempt at encouraging more group/tribal ‘mall’ type interaction to get folk to watch more of those ‘netflix’ (one of XBox’s live partners) videos or peer pressure to play/purchase online games they wouldn’t normally play? One think I do like the idea of is layering groups of avatars over full screen movies, so they can ‘play/chat/critique’ but I suspect the studios will put pressure on Microsoft to not allow that. We shall see. Other key partners in the NXE include Netflix, USA Network, MGM, NBC Universal, Universal Studios Home Entertainment and the SCI FI Channel.

The other big question is how to ‘really’ commercialise these spaces vs just incrementally increasing sales of existing product, like videos, within the portal. It is one thing getting your massive online user base to create an avatar and hang out with their friends in an abstract ‘exhibition’ hall while clicking (with a TV remote) on buy-me items like videos and other online games as in NXE but another to draw them in to having their own ‘pad’ as the case in PS3Home.

Having a persistent place to call your own produces, like Second Life, a big increase in user hours (for those who stick with it!) approaching 50 hours per week in the social space. This also brings with it the desire to purchase ‘virtual life’ enhancements (show-off pixel products) and the whole thing turns into aspirational lifestyle marketing on the Home side vs a 3D ‘TV-catalogue’ world on the NXE side. The next question is advertising during your social console moments. Both Home and NXE worlds will have a spattering of environmental or portal advertising from the outset and it will be great to see some contextual ads in there vs generic billboard equivalents. I would hope that Sony or Microsoft don’t go it alone here (even with Massive’s involvement with MS) and that they do adopt the expertise of the worlds largest advertising corporation Google.

So with Google moving into the fray with adsense now being delivered into online games reported by Reuters if brands don’t reach the gamers in the social front end worlds then they have another chance in the games themselves. Google are keen to point out the benefits they offer marketeers here A selection:

  • Drive your brand: In-game ads have been shown to drive brand familiarity and consideration by significant percentages*
  • …and have the option for custom sponsorships and integrations: In addition to the media buy you make directly with Google, your Google sales representative can connect you directly with publishing partners for deeper integrations.
  • Reach the new generation of social gamer: The face of online gaming is changing to include users of all ages, backgrounds, and interests. Get your brand in front of users on the largest social networks, including MySpace, Facebook, and sites across the web.

OK they are starting with simple flash games and SocioNet widgets but they have their sights on traditional online games as it says in the Reuters report they are working with Konami and Sony and a few other key partners are already listed on their Adsense in Games site. (It is interesting to note also that Google are kicking advertisers into action with other initiatives including text ads in Google Maps/Earth and YouTube click-to-buy buttons – both reported by TechCrunch).

But back to the ingame advertising which if done right and using dynamic behavioural and personalised targeted techniques will indeed be a significant step forward for marketeers who are just getting their heads around basic social media. One big hurdle to come though is the old walled garden product/service vs open field product/service – you have lots of great ingame ads pointing to limited content in say NXE or Home Walled Gardens vs the potential of wandering around Halo 3 or Far Cry 2 and being able to purchase the ‘book, music, film’ inserted with 1-click to buy from Amazon, while STILL ingame or at least a quick hop out to the ‘social virtual world portal’.

This is all about clever product placement and relating it to the game your in (see my recent post on the renaissance of hundreds of films being made of games) is both the opportunity and the real challenge (being ‘sensitive’ to the story world and narrative of the game). So for example making sure the latest 2008 car is not being advertised in the 2020 story world of Crysis or subscriptions to Star Trek eps on demand embedded in Star Wars Galaxies. At least the social, vanilla spaces will allow contemporary advertising without too much jarring such as in a simple ‘gathering environment’ like Home below…

In summary I still think NXE is a half way house, a little too old school, cable/IPTV for my liking, and that Sony have the right model in the medium/longer term by persisting with a much more sticky, immersive and larger scale social ‘customisable’ environment – which as we have seen for the past 4 years in Second Life will drive much more inworld commerce. I hope that PS3Home allows some ‘theme’d’ areas too – based on loyal fans of certain games – to the extent that the social hangout becomes almost like a TV/film green room, a place to relax outside game world but feel your with like-minds…the 3D forum becomes a reality.

Next Step – Gamer Created Games

Now lets go the next step and imagine a great deal of that inworld content is user to user created – things get really, really interesting! 🙂 (see “LittleBigPlanet: 45 minutes of boredom, then the awesome“  and “PS3’s LittleBigPlanet births YouTube-like social game design” I will be posting much more on this ’emergent’ behaviour and its commercial implications shortly!

Sep 092008
 

A selection of mini posts I did in the last few weeks on the slightly 101 LAMP Watercooler blog

Will they Flock to Electric Sheep’s SVW Browser?

Interesting enterprise development from California based, Electric Sheep Company (notable for doing branded developments across virtual worlds like There.com and Second Life) as well as cross-over, mixed reality gigs like the CSI-virtual world mash-up last year. They have developed Webflock, a easy to implement solution for any company/organisation to brand and deploy, as if any website, a social virtual world (svw) to allow ‘avatorial’ interaction, out-of-the-box so to speak. I expect we will soon be seeing a whole raft of open source, wordpress-like virtual worlds like this for you to use as your home-page (or should that be home-space) in the coming months. Their business model, until the open source stuff comes along, pay the early adopter enterprise price of $100k + .

WebFlock can help you realize your goals for a social, fun and immersive web presence. A basic implementation, which includes the out-of-the-box feature set, custom 3D avatars and 3D space, and 12 months of the application services fees, is available for under $100,000.

Every WebFlock implementation is separate and customizable, which gives companies the ability to control such things as user registration, quality of art content, monetization including advertising or micro-transactions, integration to other Web content or profile systems, and the overall user experience. The front-end is built entirely in Flash, which is already installed on 98% of the world’s Web browsers. ESC made the critical decision to work with Flash because of the barriers inherent in asking mainstream users to download software, whether desktop applications or custom browser plug-ins.

The core WebFlock application includes key virtual world features, such as chat filtering and muting, emotes, load-balancing for massive scalability, and Web-based metrics to be able to track usage. WebFlock 1.0 also includes a bundled social game and a premium live customer support feature. WebFlock can be customized with unique avatars, branded 3D spaces, and new interactivity such as casual games or scripted objects. It can also be integrated to a company’s existing art or game content, registration systems and other Web applications. WebFlock can reside on a single Web page or be syndicated across the Web.

WebFlock supports detailed usage tracking and performance metrics. The default reporting interface is Google Analytics, which allows customers to access results from any location with Internet access. ESC charges a monthly application services fee based on concurrent users, which covers access to the software, hosting, technical support and maintenance. Customization services, such as art creation, game design, or systems integration, are priced separately.

FaceSpooks – Your the star, be IN the movie

A hat tip to Dan Taylor over at BBC for pointing out this lovely little viral that allows you the passive, sit-on-the-couch-and-munch-crisps viewer (well fiddle with laptop) to be the star of Spooks. FaceSpook is a personalized video tool where your face is mapped onto a character in an action scene – and all via the web where the processing took around 1 minute. Here is my first attempt at sneaking into the top secret facility as agent ‘Gary Haye’ (yes limited to 9 characters I found out too late), a leading part of this mini story vignette.

Seems all major films and TV landmarks shows need their viral (above) but also an ARG to surround the show and extend the narrative, the story universe/world/environment. Spook’s ARG is Liberty News, yet another ‘set-in-the-future yarn – go here and check out 2013 now.

Back to the present, below some more stills from the above video which will expire in 3 months – hmmm very Mission Impossible 🙂 First my original face image and then some shots of the ‘very personalized’ video – now imagine this working for a 2 hour feature film at HiDef – bring it on baby ! 🙂

Multiple Places in the Multiverse

Seems you can’t turn your back on Social Virtual World development nowadays. A couple of weeks after I put out this video which covers ‘most’ of the major players along comes Multiverse Places. I suspect that the slow take up of multiverse engine as a ‘tool’ needed a little Linden pzzazz to get things moving. I notice they are promoting the Times Square area which has been around in Multiverse for over a year – but now with added ‘Social Networkness’, or something like that.

A revolutionary 3D virtual world that brings together the best of massively multiplayer online games and social networking sites. The beta release of Multiverse Places enables you to socialize in a visually-stunning Times Square environment through customizable avatars and integrated voice chat. In addition, you can customize your own apartment with images, music, and videos. Like social networking sites, you can learn about a person’s real-world interests and tastes by visiting their place (their apartment). In addition, you can also interact in real-time together.

Making the World(s) a Better Place – Virtual Worlds at Congress

To show how Social 3D Worlds are permeating the real world the first ever Congressional hearing on Virtual Worlds was run in April of this year. The then CEO of Linden Lab (Second Life) Philip Rosedale, testified before the House Subcommittee on Telecommunications and the Internet, basically telling them about the likely ‘influence’ that 3D Social Worlds will have moving forward. Here is a seven minute machinima that he presented as part of that talk – just released to the public from Blip.

To show how mixed reality is progressing too more about the simulcast in and out of second life below from America.Gov 🙂

The hearing was streamed live into a three-dimensional (3-D) model of the House hearing room in Second Life, and a gathering of in-world residents watched the proceedings from their seats. Massachusetts Democrat Representative Edward Markey, the subcommittee chairman, presided over both meetings — in person in Washington and as an avatar in Second Life.

“If we want to foster the best of what this medium has to offer,” Markey said, “we must consider the policies that will be conducive to such growth. These include upgrading our broadband infrastructure and speed, fostering openness and innovation in our Internet policies and ensuring that we bridge digital divides in our country so that all Americans can benefit.”

“The Second Life grid is the next step in the fulfillment of the Internet’s promise, where people create and consume content and interact with each other in a 3-D environment,” Rosedale, chief executive of Linden Lab, the company that runs Second Life, told the subcommittee.

“The potential for commerce, education, entertainment and other interaction in a 3-D environment filled with other people,” he added, “is far greater than in the flat and isolated two-dimensional world of the World Wide Web.”

What Mash-Ups are worth ‘Emailing’ About – Firefox Ubiquity

Found this great demo of a ‘semantically’ rich plug-in for Firefox which really suggest where we are headed when things ‘link’ together in a much more ‘human’ way. Enjoy.

Yes you can try it now, get the plug-in from this post…and a great get started tutorial from the Mozilla team.


Ubiquity for Firefox from Aza Raskin on Vimeo.

When Game Consoles Get Serious

I love my little black DS-Lite. It has made several global plane journey’s a lot more bearable with its cute ‘grind’ games, sims, racing, stories and good old brain trainer. I also do serious tech music too and of course have the full Logic/Reason/Live Macbook Pro rig as well as some cool ‘retro’ emulators like the ARP2600 that synch perfectly to the Logic master clock (ok too much detail). Back to the DS-lite. A toy right. Well no.

The guys at Korg and Nintendo got together with a couple of young Japanese design agencies and created something I had to have immediately – a fully featured Korg DS-10 emulator. It looks great on the black DS, a real in-your-pocket analog synth from the 80s – is that Tangerine Dream in your pocket or are you just pleased to see me? Not a toy a two oscillator, four drum track, 16 pattern sequencer and 21 song storage (thats basically 21 times 16 different 4/4 bar configurations) – complete with keyboard, kaos pad and more…so off to eBay, order from Japan and I wait patiently for the postman 🙂 After the embed XBox has some serious applications too..first check out this video and go here to VideoGamesBlogger, and click the video about half way down for a cool interview with its creators and a two DS live jam…

A lot of sites are reporting the new feature with XBox Live used for voting and recruitment around the world. BBC News reports in its item XBox Live in Youth Voting Drive about the online forums being used to garner views on politics from gamers as well as doing ‘test’ votes as part of the presidential ‘opinion polls’…

“To realise our goal of registering two million young Americans by this fall, we need to go where young Americans are,” said Heather Smith, executive director of Rock the Vote, in a statement. “There’s no doubt in our minds that many are on Xbox 360 and Xbox Live.”

Microsoft said that the Rock The Vote campaign to use Xbox Live would begin on 25 August.

In the past Rock The Vote has also worked with MySpace to encourage bands that promote their music via the social networking site to get fans to register to vote.

Through the partnership with Rock The Vote, Microsoft is also planning to have a presence at the Republican and Democrat party conventions to educate politicians about it and its members views.

See Emily Play – amazing CG ’emotional’ actress

At AFTRS LAMP we are very interested in Artificial Intelligence as the foundation of NPC or non player charaters. Once you have a good generative scripted character they can interact with ‘participants’ in cinematic games or virtual worlds and drive narrative by having real conversations. So students can also develop AI to automatically create emotional scenes on-the-fly, using generative scripts.

The only thing that would be missing therefore from a potentially completely self-generating film would be great text-to-speech and real time visual CG characters that had authent realism…Look at this and you tell me if you think we have come a long way from Polar Express in 3 or 4 years…Interestingly this is being sold as ‘a bridge across the uncanny valley’, in truth until this is real time we are just climbing up the other side, for now, See Emily Play…

and some background on the technology Image Metrics behind this…from a New York times article

The team at Image Metrics – which produced the animation for the Grand Theft Auto computer game – then recreated the gestures, movement by movement, in a model. The aim was to overcome the traditional difficulties of animating a human face, for instance that the skin looks too shiny, or that the movements are too symmetrical.

“Ninety per cent of the work is convincing people that the eyes are real,” Mike Starkenburg, chief operating officer of Image Metrics, said.

“The subtlety of the timing of eye movements is a big one. People also have a natural asymmetry – for instance, in the muscles in the side of their face. Those types of imperfections aren’t that significant but they are what makes people look real.”

and behind the scenes (sound is odd but visuals speak for themselves after 1.30 or so)