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	<title>Sand Castle Studios &#187; content creation</title>
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	<description>Changing Worlds... Building Dreams...</description>
	<lastBuildDate>Thu, 08 Mar 2012 03:16:03 +0000</lastBuildDate>
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		<item>
		<title>SLCC 2011 Wrap-Up</title>
		<link>http://changingworldsbuildingdreams.com/slcc-2011-wrap-up</link>
		<comments>http://changingworldsbuildingdreams.com/slcc-2011-wrap-up#comments</comments>
		<pubDate>Wed, 17 Aug 2011 06:39:31 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[Rod Humble]]></category>
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		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/slcc-2011-wrap-up</guid>
		<description><![CDATA[A recap of the major news, improvements, and announcements coming out of the Second Life Community Convention 2011.  ]]></description>
			<content:encoded><![CDATA[<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/slcc2011_logo_square_large.png"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="SLCC 2011" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/slcc2011_logo_square_large_thumb.png" border="0" alt="SLCC 2011" width="558" height="413" /></a></p>
<p>This past weekend, August 12th-14th, marked the 7th Annual <a href="http://www.slconvention.org/" target="_blank">Second Life Community Convention (SLCC)</a>, which was held in Oakland, California this year and virtually in Second Life while being streamed over UStream.</p>
<p>I have to applaud Avacon, the conference&#8217;s organizers, as in my opinion this was the best the conference has been for virtual attendees.  The in-world SIMs were beautiful and well organized and the team made sure each of the 33 presentations were clearly streamed in-world and online.</p>
<p><a title="Second Life Community Convention 2011 - The Hatch" href="http://www.flickr.com/photos/7914892@N05/6027551892/"><img src="http://static.flickr.com/6141/6027551892_860ffb707b.jpg" border="0" alt="Second Life Community Convention 2011 - The Hatch" width="558" height="434" /></a></p>
<p>In addition to the many <a href="http://schedule.slconvention.org/" target="_blank">community presentations</a>, there were several Linden panels.</p>
<p> </p>
<p><a href="http://yfrog.com/z/h8kjtstj"><img class="alignnone size-full wp-image-832" title="Rod Humble" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/humble.png" alt="Rod Humble" width="561" height="400" /></a></p>
<p>Linden Lab CEO Rod Humble gave a keynote address announcing:</p>
<ul>
<li>16,000 people a day are signing up for and joining Second Life </li>
<li>Linden Lab will be working on other new products in addition to Second Life.  Specifically they are working on other shared creativity tools/spaces, and addressing tablets and mobile markets as well. </li>
<li>Linden Lab is focusing their current Second Life efforts on improving usability, lag, and service. </li>
<li>Linden Lab is looking at several future new features including a Linden made curated area, ending the need for HUDs, improvements to UI/sidebar, more in-world creatitivy tools and more. </li>
<li><strong><a href="http://changingworldsbuildingdreams.com/top-5-highlights-of-rod-humbles-slcc-keynote" target="_blank">Read more and watch Humble’s full keynote</a></strong></li>
</ul>
<p><strong> </strong></p>
<p><span id="more-863"></span></p>
<p><a href="http://yfrog.com/kl4q8mdbj"><img class="alignnone size-full wp-image-839" title="Linden game" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/drax.png" alt="Linden Game" width="562" height="400" /></a></p>
<p><strong> </strong></p>
<p>Linden Lab’s product team announced several new ways they are trying to address community needs:</p>
<ul>
<li>the team created a prototype game in order to learn about building and better understand limitations and problems in order to work on solutions </li>
<li>Linden Lab may develop a gamified new user experience </li>
<li>the team has been focused on improving usability and engagement </li>
<li>each member of the team is becoming a subject matter expert in order to understand and support those communities better </li>
<li><strong><a href="http://changingworldsbuildingdreams.com/the-future-of-second-life-key-points-from-the-product-team-at-slcc" target="_blank">Read more and watch the product team&#8217;s full presentation</a></strong></li>
</ul>
<p><strong> </strong></p>
<p> </p>
<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/SecondLifeAvatarIrregularMesh.jpg"><img class="alignnone size-full wp-image-848" title="Second Life Avatar Mesh" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/SecondLifeAvatarIrregularMesh.jpg" alt="Second Life Avatar Mesh" width="561" height="480" /></a></p>
<p>Linden Lab’s mesh team addressed several key concerns:</p>
<ul>
<li>Meshes (and objects with a physics shape type) will use the newly introduced prim equivalent to measure impact and count against land prim capacity </li>
<li>theft and IP concerns  are unlikely </li>
<li>meshes offers several advantages over sculpted prims, but traditional prims are still an important part of Second Life</li>
<li> <strong><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" target="_blank">Read more and watch the full mesh panel</a></strong></li>
</ul>
<p><strong> </strong></p>
<p> </p>
<p><a href="http://www.slideshare.net/sitearm/slcc-2011-destination-guide-and-beyond-new-sl-promotional-channels-today-by-brett-atwood-sl-brett-linden" target="_blank"><img title="Destination Guide" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/DG.png" border="0" alt="Destination Guide" width="560" height="357" /></a></p>
<p>Brett Atwood/Brett Linden presented on updates to the Destination Guide:</p>
<ul>
<li>the Destination Guide now has dynamic, time sensitive channels that feature hot events and locations as they are going on</li>
<li>the Destination Guide is intelligently removing a location if it becomes too crowded</li>
<li>the Destination Guide has an Linkshare affiliate program through which you can create a widget for your location and place it on your blog or website allowing you to earn money for visitors derived from your site</li>
<li>the Destination Guide now appears on the front page of the new Second Life login screen</li>
<li>the team monitors resident suggestions, blog activity, and social media for new locations</li>
<li>they are looking for high quality locations with broad appeal, active communities, and unique locations</li>
<li>in order for your Destination Guide submission to be approved you need to include a compelling and visually interesting screenshot and text that accurately describes your location</li>
<li>your submission could also be denied if it is a duplicate, your location currently violates the SL Terms of Service, your snapshot contains promotional text over the image, or the text is incoherent or inaccurate</li>
<li>Destination Guide entries are non-paid; they are not meant to be classified ads</li>
<li><strong><a href="http://www.slideshare.net/sitearm/slcc-2011-destination-guide-and-beyond-new-sl-promotional-channels-today-by-brett-atwood-sl-brett-linden">View the slides </a>then <a href="http://www.ustream.tv/recorded/16619437">watch Brett&#8217;s full presentation on the Destination Guide</a></strong></li>
</ul>
<p> </p>
<p><a href="http://www.slideshare.net/sitearm/slcc-2011-the-future-of-commerce-in-second-life-by-jeff-vogt-sl-vogt-linden"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="Direct Delivery" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/merch.png" border="0" alt="Direct Delivery" width="563" height="324" /></a></p>
<p>The commerce team presented on economical and commercial concerns:</p>
<ul>
<li>the Lab has been focused on new users, registration, usability, service, performance, and growth to drive traffic and increase sales for merchants </li>
<li>Q2 stats show positive growth in several areas </li>
<li>Marketplace moving towards direct delivery </li>
<li>users will receive purchases as a folder hierarchy directly in their inventory (without the need to unpack items) </li>
<li>merchants will no longer need to use a magic box, but will simply have to drag their folders into an outbox </li>
<li>users will receive notifications of deliveries and will not need to be online to accept them, they will be pushed into inventory </li>
<li>eventually there will be guided warnings to aid new users (use this item right away, you need land for this item, etc) </li>
<li>Linden Lab looking to expand the LindenX to additional countries/currencies to in to serve more and increase sales </li>
<li><strong><a href="http://www.slideshare.net/sitearm/slcc-2011-the-future-of-commerce-in-second-life-by-jeff-vogt-sl-vogt-linden" target="_blank">View the slides</a> then <a href="http://www.ustream.tv/recorded/16643492" target="_blank">watch the commerce team&#8217;s full presentation</a></strong></li>
</ul>
<p><strong> </strong></p>
<p> </p>
<p><a href="http://yfrog.com/gygandthj" target="_blank"><img style="display: inline" title="Viale Linden" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/Viale.png" alt="Viale Linden" width="561" height="391" /></a></p>
<p>Marc Viale/Viale Linden presented on social experiences and communities:</p>
<ul>
<li>the lab is moving away from Linden run events like &#8220;Kiss a Linden&#8221; towards &#8220;sustainable communities&#8221; like the American Cancer Society&#8217;s Relay for Life and LEA&#8217;s Month of Machinima </li>
<li>community gateways have not disappeared and are highlighted in the Destination Guide </li>
<li>Viale says Linden Lab respects privacy declaring &#8220;we don&#8217;t care what your parents named you, you can be whoever you want to be in Second Life&#8221; </li>
<li><strong><a href="http://www.ustream.tv/recorded/16622659">Watch Viale&#8217;s full presentation on social experiences and communities</a></strong></li>
</ul>
<ul> </ul>
<p>For a closer look at the more funny and social aspects of the SLCC experience check out Draxtor&#8217;s footage from the event below:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="343" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/-0iZ6ZwH6kk?version=3&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed height="343" width="550" src="http://www.youtube.com/v/-0iZ6ZwH6kk?version=3&amp;hl=en_US&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true" type="application/x-shockwave-flash"></embed></object></p>
<p> </p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/the-future-of-second-life-key-points-from-the-product-team-at-slcc" rel="bookmark" class="crp_title">The Future of Second Life: Key Points from the Product Team at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/top-5-highlights-of-rod-humbles-slcc-keynote" rel="bookmark" class="crp_title">Top 5 Highlights of Rod Humble&#8217;s SLCC Keynote</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" rel="bookmark" class="crp_title">The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</a></li><li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" rel="bookmark" class="crp_title">Breaking Down Rigged, Polygon Mesh Objects in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2009-wrap-up" rel="bookmark" class="crp_title">SLCC 2009 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=863&type=feed" alt="" />]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</title>
		<link>http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel</link>
		<comments>http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel#comments</comments>
		<pubDate>Wed, 17 Aug 2011 05:46:46 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[News Announcements]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[SLCC]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[charlar]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[PE]]></category>
		<category><![CDATA[runitai]]></category>
		<category><![CDATA[Second Life Community Convention]]></category>
		<category><![CDATA[SL]]></category>
		<category><![CDATA[SLCC11]]></category>
		<category><![CDATA[SLCC2011]]></category>

		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=854</guid>
		<description><![CDATA[Updates from Linden Lab's Mesh Team at this year's Second Life Community Convention.]]></description>
			<content:encoded><![CDATA[<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/SecondLifeAvatarIrregularMesh1.jpg" target="_blank"><img style="display: inline" title="Second Life Avatar Mesh" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/SecondLifeAvatarIrregularMesh_thumb.jpg" alt="SecondLifeAvatarIrregularMesh" width="553" height="553" /></a></p>
<p>Mesh support was <a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" target="_blank">formally announced at last year’s</a> <a href="http://www.slconvention.org/" target="_blank">Second Life Community Convention (SLCC)</a>.  Since then we have learned <a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" target="_blank">more details about mesh</a>, and Linden Lab officially began rolling out the feature to the main grid in July, with the promise for it to be <a href="http://community.secondlife.com/t5/Featured-News/Mesh-Coming-to-Second-Life-This-Summer/ba-p/902061" target="_blank">completed by the end of August</a>.  So, it was fitting that Charlar Linden opened this year’s SLCC mesh presentation by declaring <strong>“<em>The future of mesh is now</em>.” </strong></p>
<p>During this presentation Charlie Hite/Charlar Linden and Dave Parks/Runitai Linden made several key points:</p>
<p> </p>
<h5><strong>1. Traditional prim count vs. the newly introduced prim equivalent</strong></h5>
<p>Charlar explained that there is really “no relationship between <a href="http://wiki.secondlife.com/wiki/Viewerhelp:Glossary#prim" target="_blank">prim</a> count and the actual impact that objects have.”  As an example he said that a torus has more impact than a cube even though they are both one prim.  Therefore, to help residents better understand how an object will impact performance, Linden Lab have introduced prim equivalent (PE) as a easy way to display the computational/resource weight of an object in terms of traditional prims.  <strong>All mesh objects (and all objects with a physics shape type) will have a PE weight that will be subtracted from a land parcel or regions prim capacity. </strong></p>
<p>PE is automatically determined by the highest weight of 3 performance factors:</p>
<ul>
<li>download weight (how much bandwidth is required to download and view the object) </li>
<li>physics weight (the complexity of the object&#8217;s physics mode) </li>
<li>server weight (the impact an object has on Second Life&#8217;s server resources) </li>
</ul>
<p>To better help you understand here are some in-world examples:</p>
<p>This Buddha statue created by our own Reed Steamroller is only 1 prim, but because of the detail it is equivalent to an object made of 72 prims, therefore, it is 72 PE.</p>
<p><a href="http://farm7.static.flickr.com/6194/6052089791_7f85ded625_o.png" target="_blank"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="mesh buddha" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/mesh1_thumb.png" border="0" alt="mesh buddha" width="558" height="360" /></a></p>
<p><span id="more-854"></span></p>
<p>This adorable boat created by Bunnie Mills is 20 prims, but 133 PE because of it’s hidden details and scripts.</p>
<p><a href="http://farm7.static.flickr.com/6205/6052089741_319a6449f6_o.png" target="_blank"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="boat mesh" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/mesh2_thumb.png" border="0" alt="mesh buddha" width="560" height="329" /></a></p>
<h5><strong> </strong></h5>
<h5><strong> </strong></h5>
<h5><strong> </strong></h5>
<h5><strong> </strong></h5>
<h5><strong>2. Theft/IP </strong></h5>
<p>Charlar addressed concerns of content being pulled from sites like Turbosquid and brought into SL in the masses by assuring the audience that this is unlikely because these meshes would “not look good” in Second Life.  Charlar further explained these meshes are often not efficient, result in bad performance, are missing physics and LODs which are then auto generated by SL making the objects look like “crap” when you zoom out, etc.</p>
<p>Charlar emphasized that content creation is “a craft and an art… it’s not magic”  He said creating mesh objects requires work and skill.    Charlar also pointed out that the Lab has put several other features in place to protect against theft by requiring uploaders to have payment information on file, complete a quiz, and pay additional upload fees for mesh objects.</p>
<p> </p>
<h5><strong>3. Prims vs. sculpties vs. meshes</strong></h5>
<p>Charlar also reassured concerned content creators and artists who are afraid of prims being replaced by meshes that the Lab still loves the idea of prims and in-world tools (CEO Rod Humble echoed these same sediments during his <a href="http://changingworldsbuildingdreams.com/top-5-highlights-of-rod-humbles-slcc-keynote">keynote address</a>, even stating they were interested in adding additional in-world tools in the future), he did however state that they would be encouraging residents to use meshes over sculpted prims because meshes offer several advantages:</p>
<ul>
<li>custom UV mapping </li>
<li>custom LOD </li>
<li>physics support </li>
<li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" target="_blank">rigging</a> to the avatar skeleton </li>
<li>more control </li>
</ul>
<p> </p>
<p>You can view the entire “Future of Mesh” panel below:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="vid=16618062&amp;autoplay=false" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed height="296" width="480" src="http://www.ustream.tv/flash/viewer.swf" allowscriptaccess="always" allowfullscreen="true" flashvars="vid=16618062&amp;autoplay=false" type="application/x-shockwave-flash"></embed></object> <br /><a style="text-align: center; padding-bottom: 4px; padding-left: 0px; width: 400px; padding-right: 0px; display: block; background: #ffffff; color: #000000; font-size: 10px; font-weight: normal; text-decoration: underline; padding-top: 2px;" href="http://www.ustream.tv/" target="_blank"></a></p>
<h6><em> </em></h6>
<h6><em>What do you think of the Mesh panel, PE, theft, and the other announcement by this team? </em></h6>
<p> </p>
<p>-</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" rel="bookmark" class="crp_title">The Status of Mesh Support in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" rel="bookmark" class="crp_title">Breaking Down Rigged, Polygon Mesh Objects in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-second-life-key-points-from-the-product-team-at-slcc" rel="bookmark" class="crp_title">The Future of Second Life: Key Points from the Product Team at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2011-wrap-up" rel="bookmark" class="crp_title">SLCC 2011 Wrap-Up</a></li><li><a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" rel="bookmark" class="crp_title">Linden Lab Officially Announces Mesh Support in Second Life at SLCC</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=854&type=feed" alt="" />]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>The Future of Second Life: Key Points from the Product Team at SLCC</title>
		<link>http://changingworldsbuildingdreams.com/the-future-of-second-life-key-points-from-the-product-team-at-slcc</link>
		<comments>http://changingworldsbuildingdreams.com/the-future-of-second-life-key-points-from-the-product-team-at-slcc#comments</comments>
		<pubDate>Wed, 17 Aug 2011 04:44:25 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[content creation]]></category>
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		<category><![CDATA[Durian Linden]]></category>
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		<category><![CDATA[gamify]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Gez Linden]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[new user experience]]></category>
		<category><![CDATA[non-player characters]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[Second Life Community Convention]]></category>
		<category><![CDATA[SLCC11]]></category>
		<category><![CDATA[SLCC2011]]></category>

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		<description><![CDATA[The Second Life Product Team presented what they have been working on in order to better address the communities needs including a prototype game.  ]]></description>
			<content:encoded><![CDATA[<p><a title="Linden game" href="http://yfrog.com/z/kl4q8mdbj" target="_blank"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="Linden game" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/08/drax_thumb.png" border="0" alt="drax" width="559" height="408" /></a></p>
<p>The product team (John Laurence/Durian Linden, Sarah Kuehnle/ Esbee Linden and Michael Gesner/Gez Linden) announced at this year’s <a href="http://www.slconvention.org/">Second Life Community Convention (SLCC)</a> that they have been building, exploring, and working on a prototype game in order to learn more and examine the current limits and problems that come up when creating in Second Life.</p>
<p>The game requires you to collect and place puzzle pieces in order to gain access to new areas.  While doing this you encounter box monsters and turrets that can “kill you” and send you back to the beginning of the games.</p>
<p>The team says the game uses point and click controls, but with the physical aspects of Second Life, they would like to examine click and drag in the future.  They also faced difficulties working in a “live environment” where for example a turret would be above on a platform, didn’t respect distance, and begin shooting at them and returning them to the beginning of the game while they were trying to work.  They also dealt with building complications where for example the buildings were originally more plain and they decided to add black outlines to give them more detail and then discovered they would have to change every texture on every face of every building by hand in order to update them.</p>
<p>This particular game is separate from <a href="http://changingworldsbuildingdreams.com/top-5-highlights-of-rod-humbles-slcc-keynote" target="_blank">the curated area that CEO Rod Humble spoke of</a>, and is not currently part of any new user experience. Gez Linden addressed concerns about the game stating that the Lab does not plan on releasing the game, they just wanted to show users the work they are doing to learn more in order to better serve and address the communities needs.  Gez did however express that he thinks something like this game would be useful in acclimating new users to the Second Life platform:</p>
<blockquote><p>“I do think that there is some value in creating an experience that is simpler, it’s more guided, it gives you prompts, it gives you almost quests or achievements, things that tell you what you need to be able to do to learn how to use Second Life, but I will completely agree with the fact that Second Life, itself, is not a game.  However, you can make some great games inside of Second Life, and you can use game mechanics, and game tutorials, and game systems to help people become more engaged and comfortable in Second Life.  So, we recognize that there are a number of different experiences that you can create in SL, we’re always in awe of the things that you’ve created, but we are trying to find a way to get people over that initial hurdle of using the software and taking our gaming experience to help get people over that.”</p>
</blockquote>
<p><span id="more-841"></span></p>
<p>In addition to working on the game, the product team explained LL has been focused on two main areas:</p>
<p> </p>
<p><strong>1. Usability</strong></p>
<ul>
<li>rez times (including avatars appearing as a cloud and prioritization of rezzing) </li>
<li>avatar customization </li>
<li>basic/advanced modes</li>
<li>sidebar of Viewer 2 </li>
<li>direct delivery from the marketplace </li>
<li>inventory management </li>
</ul>
<p><strong>2. Engagement</strong></p>
<ul>
<li>mesh support  (<a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel">the mesh team also presented updates at SLCC</a>)</li>
<li>creating and selling </li>
<li>NPC (non-player characters) </li>
<li>web profiles, interests, groups </li>
</ul>
<p>The team also pointed out that to further understand and support the community each member of the team has an area which the are subject matter experts:</p>
<ul>
<li><strong>Art</strong> &#8211; Durian Linden </li>
<li><strong>Gaming &amp; Breedables</strong> &#8211; Gez Linden </li>
<li><strong>Roleplaying</strong> &#8211; Esbee Linden </li>
<li><strong>Adult </strong>- Charlar Linden </li>
<li><strong>Education</strong> &#8211; Geo Linden </li>
<li><strong>Music </strong>- Nya Linden </li>
<li><strong>Fashion </strong>- Cassandra Linden </li>
</ul>
<p>View their the full panel presentation below</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="vid=16647937&amp;autoplay=false" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed height="296" width="480" src="http://www.ustream.tv/flash/viewer.swf" allowscriptaccess="always" allowfullscreen="true" flashvars="vid=16647937&amp;autoplay=false" type="application/x-shockwave-flash"></embed></object> <br /><a style="text-align: center; padding-bottom: 4px; padding-left: 0px; width: 400px; padding-right: 0px; display: block; background: #ffffff; color: #000000; font-size: 10px; font-weight: normal; text-decoration: underline; padding-top: 2px;" href="http://www.ustream.tv/" target="_blank"></a></p>
<h6><strong><em>What do you think of the work the product team is doing to better address the communities needs?</em></strong></h6>
<p>-</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/slcc-2011-wrap-up" rel="bookmark" class="crp_title">SLCC 2011 Wrap-Up</a></li><li><a href="http://changingworldsbuildingdreams.com/top-5-highlights-of-rod-humbles-slcc-keynote" rel="bookmark" class="crp_title">Top 5 Highlights of Rod Humble&#8217;s SLCC Keynote</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" rel="bookmark" class="crp_title">The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</a></li><li><a href="http://changingworldsbuildingdreams.com/significant-changes-announced-at-slcc" rel="bookmark" class="crp_title">Significant Changes Announced at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2009-wrap-up" rel="bookmark" class="crp_title">SLCC 2009 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=841&type=feed" alt="" />]]></content:encoded>
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		<title>Breaking Down Rigged, Polygon Mesh Objects in Second Life</title>
		<link>http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life</link>
		<comments>http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life#comments</comments>
		<pubDate>Sat, 26 Feb 2011 17:26:36 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[armature]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[mesh support]]></category>
		<category><![CDATA[polygon mesh]]></category>
		<category><![CDATA[Reed Steamroller]]></category>
		<category><![CDATA[rigged avatars]]></category>
		<category><![CDATA[skeleton]]></category>
		<category><![CDATA[SL]]></category>
		<category><![CDATA[weight painting]]></category>

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		<description><![CDATA[Sand Castle Studios Creative Director, Reed Steamroller, took some time out to share his thoughts on avatar rigging with you in this guest post.]]></description>
			<content:encoded><![CDATA[<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/02/rigging.jpg"><img class="alignnone size-full wp-image-816" title="rigging" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2011/02/rigging.jpg" alt="" width="512" height="512" /></a></p>
<p><em><strong>Sand Castle Studios Creative Director, Reed Steamroller, took some time out to share his thoughts on avatar rigging with you in this guest post.</strong></em></p>
<p><strong><em> </em></strong></p>
<p>With mesh support coming there are still many unanswered questions for much of the Second Life community. A buzzword I think we&#8217;ve all heard so far is “rigging.”  More specifically, rigging has been mentioned in context to the Second Life avatar. What all this means brings up more questions than answers.</p>
<p>First, what is a polygon mesh? Polygon mesh support will be another way for artists to get their content into Second Life. Mesh is sort of a standard across game and game-like platforms for content creation, that until recently has been absent from Second Life. As I write this article, however, the Second Life <a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" target="_blank">developers are working diligently</a> at getting the software for this implemented on the Second Life grid. For more on this subject you can read <a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" target="_blank">my previous article on the subject</a>.</p>
<p>Secondly, what is an armature/skeleton? These two buzzwords have been floating around the grid now for a while as well. They&#8217;re two words for the same thing, essentially. A skeleton allows you to build a series of joints with the intention that they modify a polygon mesh in a particular way. How they will end up modifying the mesh is up to their position and orientation. Skeletons can be humanoid in appearance, or something completely abstract.</p>
<p>So, what does this have to avatar rigging?</p>
<p>Well, avatar rigging refers to binding a polygon mesh to a skeleton. That&#8217;s it; that is all it means. You make a monkey, you make a monkey skeleton, and then you bind the monkey to it&#8217;s skeleton. That&#8217;s rigging. There&#8217;s some more technical work that goes into the process such as “weight painting” (here you go, another buzzword) to get things right, though.</p>
<p>What does all this mean? This means that artists in Second Life can now build polygon mesh objects and have the ability to bind them to the second life skeleton. Take a scarf for instance, and imagine that it wouldn&#8217;t just sit on top of the Second Life avatar, but that the scarf would bend and move with the avatar as it did. Simple items of clothing or similar can be rigged to the Second Life avatar, all the way up to full avatar replacements.</p>
<p>What does this mean to Second Life?</p>
<p>Much richer content in Second Life will come with the support for rigged, polygon mesh objects to be certain. There will be all new categories of content to be bought and sold on the Second Life Marketplace. These features may even attract a new wave of resident artists to the world, which is never a bad thing.</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" rel="bookmark" class="crp_title">The Status of Mesh Support in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/mesh-imports-in-second-life-for-maya-users" rel="bookmark" class="crp_title">Mesh Imports in Second Life (for Maya Users)</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" rel="bookmark" class="crp_title">The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</a></li><li><a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" rel="bookmark" class="crp_title">Linden Lab Officially Announces Mesh Support in Second Life at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2011-wrap-up" rel="bookmark" class="crp_title">SLCC 2011 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=815&type=feed" alt="" />]]></content:encoded>
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		<title>Why Virtual Worlds (like Second Life) Have More Value Than Twitter &amp; Facebook</title>
		<link>http://changingworldsbuildingdreams.com/why-virtual-worlds-like-second-life-have-more-value-then-twitter-facebook</link>
		<comments>http://changingworldsbuildingdreams.com/why-virtual-worlds-like-second-life-have-more-value-then-twitter-facebook#comments</comments>
		<pubDate>Tue, 15 Feb 2011 00:26:12 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Branding]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[engage]]></category>
		<category><![CDATA[Faceboook]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[ROI]]></category>
		<category><![CDATA[SL]]></category>
		<category><![CDATA[twitter]]></category>

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		<description><![CDATA[Today Mitch Wagner said he thought that Second Life was  inconvenient, has gone as far as it can go, and is the wrong platform.  He prefers Facebook and Twitter.  As much as I respect Mitch's opinion, I disagree.]]></description>
			<content:encoded><![CDATA[<div style="text-align: left; padding: 3px;"><a title="photo sharing" href="http://www.flickr.com/photos/sebcaen/2644931211/"><img style="border: #000000 2px solid;" src="http://farm4.static.flickr.com/3121/2644931211_332432ba42.jpg" alt="" width="529" height="324" /></a></div>
<div style="text-align: left; padding: 3px;">
<p>Today I read Mitch Wagner’s blog post entitled “<a href="http://copperrobot.com/2011/02/why-i-hardly-ever-go-on-second-life-anymore/" target="_blank">Why I hardly ever go on Second Life anymore</a>.”  In it he says:</p>
<blockquote><p>“Short answer: It’s inconvenient.</p>
<p>Long answer: I love Twitter and Facebook in part because they’re very convenient. I can use them from my MacBook Pro or my iPad or iPhone. I usually check them only for a minute or two at a time, as a little break between whatever else I’m doing, like taking a sip of water.”</p></blockquote>
<p>He concludes with:</p>
<blockquote><p>“I think Second Life, and virtual worlds, may have gone as far as they can go, that maybe the whole avatar-in-an-imaginary landscape metaphor is the wrong metaphor to best achieve the benefits that Second Life provides, just as Usenet was the wrong metaphor for mass adoption of online discussions, and blogs turned out to be the right one.”</p></blockquote>
<p>I get that Mitch is frustrated.  Today we live in a “NOW” society.  We want things to be quick and easy.   Social media gives us the ability to check in and check out in a few seconds.   <strong>The problem with social media is that the connections we make there can often on there own be superficial. </strong></p>
<p>Social media is in many ways<strong> </strong>inadequate<strong>. </strong>In fact, the real value of social media is not in talking or engaging at all. <strong>The real value of social media is in listening. </strong></p>
<p>In order for social media to have power, we have to extend the conversation.  We are already do this using more traditional media.</p>
<p>Why do we still write books or blogs?  Because people read them.   So why use virtual worlds?  Because more than any other space, people are engaging/collaborating/creating/etc in virtual worlds in a  uncommonly immersive way that is highly emotionally and significant.  A place where you can not only be part of the story, you can also create it.    It’s hands on.  I don’t want to just read about something, I want to do it!  I want to experience it myself.</p>
<p>Is it a necessity right now?  No.  Not yet.  <strong>However, virtual worlds present the biggest opportunity we have ever had</strong>.</p>
<p>The value of virtual worlds like Second Life is incomprehensible.  It is worth more than the numbers.</p>
<p>What’s the ROI of my dogs?  I put countless amounts of time and money in taking care of them, feeding them, walking them, etc.  Some go on to become Seeing Eye dogs and literally change people’s lives.  Others like my Patty (who had a heart condition that prevented her from becoming a guide dog) give me immeasurable amounts of love and support that are as responsible for my success almost as much as my mother(who’s ROI is also inconceivable).</p>
<p>It’s a silly question to ask, really.  If you can’t understand the value of relationships, storytelling, real-time creation and collaboration, community, etc then I can’t help you.<strong> And it’s clear that so many people don’t understand or they just don’t care (they just want to sell stuff or whatever) because if you understood the value, you would justify the time, energy, etc because EFFORT = VALUE.</strong> <span style="text-decoration: line-through;">You get out what you put in.</span> You get so much more out of virtual worlds then the hurdle you have to jump to get in.</p>
<p>We spend time complaining about viewers, UIs, announcements, but at the end of the day it’s not that important because Linden Lab doesn’t make Second Life what it is.. WE DO.</p>
<p>And honestly, it won’t always be like this.  The technology is coming.  I haven’t figured out all the answers yet, but I know they are coming because we already see improvements in the virtual world everyday (just look at the enhancements of <a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" target="_blank">mesh support</a> or <a href="http://metarealitypodcast.com/getting-technical" target="_blank">Kinect hacks</a>).</p>
<p>The internet itself is only 15 years old.  It wasn’t that long ago that AOL was spamming us with CDs in the mail and we had to hear the distinctive sound of our dial-up connecting.  The internet is so young and is growing so fast we are grossly underestimating the power that virtual worlds will have and already do now.</p>
<p>The technology will come.  The numbers/stats will come.   More people will then be able to justify their use then, but <strong>the value is here now</strong>.</p>
<p><strong>UPDATE:</strong> <a href="http://becunningandfulloftricks.com/2011/02/14/virtual-world-endgame-collapsing-the-metaphor/" target="_blank">John “Pathfinder” Lester lays out what he thinks are the next big steps for virtual worlds</a>.</p>
</div>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/i-think-therefore-i-blog" rel="bookmark" class="crp_title">I Think, Therefore I Blog</a></li><li><a href="http://changingworldsbuildingdreams.com/the-sunny-side-of-second-life" rel="bookmark" class="crp_title">The Sunny Side of Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/the-virtual-world-false-dilemma" rel="bookmark" class="crp_title">The Virtual False Dilemma</a></li><li><a href="http://changingworldsbuildingdreams.com/the-reality-of-virtual-relationships" rel="bookmark" class="crp_title">The Reality of Virtual Relationships</a></li><li><a href="http://changingworldsbuildingdreams.com/playboy-may-develop-its-own-virtual-world" rel="bookmark" class="crp_title">Playboy May Develop Its Own Virtual World</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=802&type=feed" alt="" />]]></content:encoded>
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		<title>Using the Virtual World to Explore the Real World Problems of Fossil Fuels</title>
		<link>http://changingworldsbuildingdreams.com/using-the-virtual-world-to-explore-the-real-world-problems-of-fossil-fuels</link>
		<comments>http://changingworldsbuildingdreams.com/using-the-virtual-world-to-explore-the-real-world-problems-of-fossil-fuels#comments</comments>
		<pubDate>Tue, 23 Nov 2010 10:49:41 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[Education]]></category>
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		<category><![CDATA[Non-Profit]]></category>
		<category><![CDATA[Press Releases]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[2nd life]]></category>
		<category><![CDATA[2ndlife]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[annoucement]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[BAVC]]></category>
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		<category><![CDATA[Deep Down]]></category>
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		<category><![CDATA[gianna borgnine]]></category>
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		<category><![CDATA[PBS]]></category>
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		<description><![CDATA[Environmental documentary, Deep Down, launches interactive Virtual Mine in Second Life.  Will debut on PBS.]]></description>
			<content:encoded><![CDATA[<p><strong><a title="Deep Down’s Virtual Mine" href="http://www.flickr.com/photos/8424358@N03/5201257924/"><img src="http://static.flickr.com/5283/5201257924_6a174ba7de_b.jpg" border="0" alt="Deep Down’s Virtual Mine" width="564" height="317" /></a></strong></p>
<p><strong> </strong></p>
<p><strong>Environmental Documentary Deep Down Launches Interactive Virtual Mine in Second Life for Communities and Educators to Take Action in Solving the Power Crisis</strong></p>
<p>November 23, 2010 – Virtual worlds can provide a comprehensive environment for education, storytelling, collaboration, and problem solving relating to real world issues. Sand Castle Studios, LLC announced today the creation of a project to educate, explore, and examine our nation’s struggle with mountain top removal coal mines, coal fired power production, and alternative energies in support of the documentary film, Deep Down, by filmmakers Jen Gilomen and Sally Rubin with funding from the MacArthur Foundation, the Independent Television Service (ITVS), and the Bay Area Video Coalition (BAVC).</p>
<p>“Virtual worlds are a powerful way to connect with others, examine real world problems, and participate in activities in order to learn more about them in a way that might not otherwise be possible,” said Kimberly Winnington (SL: Gianna Borgnine), Chief Executive Officer of Sand Castle Studios, LLC. “This project will establish new ways for communities and students to explore and examine the complex struggle many of our towns are facing as they experience the situations first hand while working to solve the problem of fueling our nation.”</p>
<p>Deep Down’s Virtual Mine project is an immersive, interactive, and educational 3D experience. Located in the virtual world of Second Life<em>®</em><em>,</em> it will further explore the challenges of balancing the environment, power demands, and economic interests raised in the film by inviting players to take part in a story as it unfolds through a series of three games. Players will be asked to complete a series of tasks including clearing a section of land and blowing up mountains; going through the town to turn off as many electric items as possible and reduce the demand; building a sustainable grid with solar and wind power terminals; and ultimately trying to solve the power crisis in this virtual town. If successful in solving all three problems, participants will then be invited to a Community Jam, celebrating the culture and music of Appalachia complete with line dancing.</p>
<p>Resources for those new to Second Life are available to accompany the game. An Educators Guide outlines how the game can be used in the classroom, and includes tips for entering and participating in Second Life, short videos, discussion questions, suggested activities, and online resources for each of the games. However, while created with educators and students in mind, the games can be played in groups or by individuals alike.</p>
<p>The film Deep Down debuts tonight on the Emmy-award winning PBS series Independent Lens at 10pm EST (check local listings). In a first for PBS, the film will be followed by a short segment introducing viewers to Second Life and the Virtual Mine and inviting them to log in and explore it for themselves. The film will also be screened throughout the nation including a special virtual interactive screening and discussion hosted by the filmmakers on Ustream and in the Virtual Mine. The Virtual Mine will also continue to host events and provide a venue for town hall style meetings to discuss the impacts of mountain top coal removal.</p>
<p>For more information on Deep Down, The Virtual Mine, screenings and events, please see <a href="http://www.deepdownfilm.org">www.deepdownfilm.org</a></p>
<p><strong>About Deep Down</strong></p>
<p>Deep Down follows one small community in Eastern Kentucky as it is divided by a proposed mountaintop removal coal mine. Through this story of people connected deeply to the mountains and to each other, we learn about Appalachia’s complex contemporary struggle with the black rock that fuels our nation.</p>
<p><strong>About Sand Castle Studios </strong></p>
<p>Sand Castle Studios is a full service creative company dedicated to helping organizations maximize the full potential of virtual worlds and immersive media by creating interactive, social, and 3D experiences. Our strategic, creative, and technical teams are made up of some of the most experienced and talented minds in the world working to create unique and interactive user experiences.</p>
<p>For more information contact:</p>
<p>Kimberly Winnington (SL: Gianna Borgnine)</p>
<p>Sand Castle Studios, LLC</p>
<p>www.changingworldsbuildingdreams.com</p>
<p><a href="mailto:kim@changingworldsbuildingdreams.com">kim@changingworldsbuildingdreams.com</a></p>
<p>###</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/the-virtual-mine-receives-an-emmy-nomination" rel="bookmark" class="crp_title">The Virtual Mine Receives an Emmy Nomination</a></li><li><a href="http://changingworldsbuildingdreams.com/hunger-in-los-angeles-debuts-at-sundance" rel="bookmark" class="crp_title">Hunger in Los Angeles Debuts At Sundance</a></li><li><a href="http://changingworldsbuildingdreams.com/virtual-worlds-best-practices-in-education" rel="bookmark" class="crp_title">Creating Educational, Immersive Experiences and Simulations at VWBPE</a></li><li><a href="http://changingworldsbuildingdreams.com/digital-national" rel="bookmark" class="crp_title">My Challenge to Frontline&#8217;s Digital National</a></li><li><a href="http://changingworldsbuildingdreams.com/the-20-burning-life-camps-you-must-see" rel="bookmark" class="crp_title">The 20 Burning Life Camps You Must See</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=789&type=feed" alt="" />]]></content:encoded>
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		<title>The Status of Mesh Support in Second Life</title>
		<link>http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life</link>
		<comments>http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life#comments</comments>
		<pubDate>Wed, 15 Sep 2010 03:09:54 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Goods]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3DS Max]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[COLLADA]]></category>
		<category><![CDATA[Draxtor Despres]]></category>
		<category><![CDATA[gianna borgnine]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[mesh support]]></category>
		<category><![CDATA[Philip Linden]]></category>
		<category><![CDATA[Philip Rosedale]]></category>
		<category><![CDATA[polygon mesh]]></category>
		<category><![CDATA[Reed Steamroller]]></category>
		<category><![CDATA[SL]]></category>
		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=775</guid>
		<description><![CDATA[Today Linden Lab gave Second Life users an update on mesh support and lifted the NDA for current beta testers.  I can now tell you that for about the last year, we here at Sand Castle Studios have been deeply involved in working with the Lindens to bring mesh support to Second Life.]]></description>
			<content:encoded><![CDATA[<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/09/houselarge.jpg"><img class="alignnone size-full wp-image-773" title="houselarge.jpg" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/09/houselarge.jpg" alt="" width="550" height="291" /></a></p>
<p>Today <a href="http://lindenlab.com/" target="_blank">Linden Lab</a> gave <a href="http://secondlife.com/" target="_blank">Second Life</a> users an <a href="http://blogs.secondlife.com/community/features/blog/2010/09/14/next-steps-for-mesh-import" target="_blank">update</a> on mesh support and lifted the NDA for current beta testers.  I can now tell you that for about the last year, we here at Sand Castle Studios have been deeply involved in working with the Lindens to bring mesh support to Second Life.</p>
<h5><strong> </strong></h5>
<h5><strong><span style="text-decoration: underline;">A Brief History</span></strong></h5>
<p>Mesh support was first announced at SLCC back in 2009.  Back then we wrote a <a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" target="_blank">detailed post</a> defining mesh support and how it would change Second Life.  In a nutshell, mesh support allows content created in professional 3D modeling software, such as <a href="http://en.wikipedia.org/wiki/Maya_%28software%29" target="_blank">Maya</a> or <a href="http://en.wikipedia.org/wiki/Blender_%28software%29" target="_blank">Blender</a>, to be imported directly into Second Life.  This feature gives content creators new levels of freedom and therefore will bring creations with new levels of detail and realism to Second life.</p>
<h5><strong> </strong></h5>
<h5><strong><span style="text-decoration: underline;">The Progress of Mesh</span></strong></h5>
<p>The Lindens have been working extremely hard and mesh in SL has come a long way since we here at Sand Castle Studios first began beta testing.</p>
<p>Here are some of the technical details of mesh as it stands now:</p>
<p><strong>* Import format is <a href="http://en.wikipedia.org/wiki/COLLADA" target="_blank">COLLADA</a> (other formats may be available in the future)</strong></p>
<p><strong>* Meshes will need specifically made textures.</strong></p>
<p><strong>* Meshes will have custom UV maps.</strong></p>
<p><strong>* There are no scale restrictions on mesh objects.</strong></p>
<p>A scale conversion of 1:1 for mesh objects when being brought into Second Life is available. This means that if your mesh asset is 25x15x30 (beyond the usual Second Life scale restrictions of 10x10x10), once in world it will retain the size, shape, and scale reflected in the third party 3D modeling software used to create it.</p>
<p><strong>* Each mesh will consist of five component meshes: four for different Levels Of Detail and one for collisions (for Havok).</strong></p>
<p>Levels of detail will be needed for each object, as they cannot be generated on the fly (as they are with sculpted prims). This means modelers will need to create four versions of the same object. Starting with the most detailed version of the asset, each decrement will need to consist of around a 50% less polygons than the previous level. These levels of detail can technically be generated by the Second Life client&#8217;s mesh import tools, but this takes exact control out of the hands of the user.</p>
<p><strong>* COLLADA allows rigging which makes it possible to have entire avatar replacements that bend with animations.</strong></p>
<p>Once rigged to the Second Life avatar skeleton, a worn mesh is able to move along with the movements of an avatar in-world. Rigged mesh objects can be worn as simple attachments such as jewelry, more complex objects such as clothing or hair, and can even replace the entire Second Life avatar if desired.</p>
<p>In its present state, the rigging system does not allow the creation of arbitrary skeletons or bone offsets (moving the joints around). Mesh objects must be bound and rigged to the default Second Life avatar skeleton AS IS. Essentially, this requires artists to build their assets around the skeleton, instead of building their assets and putting the skeleton into position accordingly. However, Linden Lab is presently working on adding these features.</p>
<p><strong>* Like other in-world objects, mesh objects will have an associated prim cost.  The prim count of mesh objects is determined by the file size of the highest level of detail, or the physics cost, whichever is higher.</strong></p>
<p>As it stands, the mesh economy is governed by virtual prim count associated with each mesh object. This prim count is based on the storage (memory) size of a given object, a rough translation being the higher amount of polygons an object consists of, the greater its prim count will be. However, other aspects of a mesh object can also play a role in its associated storage size, such as smooth versus hard-edged normals. There is a hard limit of ~60k polygons per mesh object, although such an object would cost a great deal of prims.</p>
<p><strong>* There is no set upload fee for mesh objects as of now.</strong></p>
<p>It is speculated that fees could be in the ball park of L$10 per prim.</p>
<p><strong> </strong></p>
<h5><strong><span style="text-decoration: underline;">Open Beta Coming Soon</span></strong></h5>
<p>During <a href="http://changingworldsbuildingdreams.com/significant-changes-announced-at-slcc">Philip Rosedale’s keynote at this year&#8217;s SLCC</a> , he committed to bringing mesh imports to Second Life before the end of the year.  As of today, Linden Lab says that they are planning for mesh to go into open beta in about two weeks.  In order to access this, users will need to download a specific Project Viewer that will allow them access to a development grid where mesh is enabled.</p>
<p><strong> </strong></p>
<h5><strong><span style="text-decoration: underline;">The Possibilities</span></strong></h5>
<p>Mesh has some incredibly exciting implications for content creators, and I have no doubt that the Lindens want to get as much feedback as possible.  Some possible implications from the addition of mesh imports may be:</p>
<ul>
<li>More detailed, realistic looking content</li>
<li>Less lag, increased performance</li>
<li>Virtual content market and economy growth</li>
<li>Ability to legitimately back up content inside and outside of Second Life</li>
<li>and More!</li>
</ul>
<p>Linden Lab has opened a door where the potential of possibilities are endless.</p>
<p>Take a look at myself (Gianna Borgnine) and SCS’s Chief Creative Officer, Reed Steamroller, as we introduce Draxtor Despres to our mesh creations.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/TlIn35BuNfU?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/TlIn35BuNfU?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/vu6bbKQDc7Y?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/vu6bbKQDc7Y?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>You can view more videos of our work and others on <a href="http://www.youtube.com/user/Secondlife?feature=mhum#p/c/A11A50D7464DB2CD/0/TlIn35BuNfU">Second Life’s YouTube page</a>.</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" rel="bookmark" class="crp_title">Breaking Down Rigged, Polygon Mesh Objects in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/mesh-imports-in-second-life-for-maya-users" rel="bookmark" class="crp_title">Mesh Imports in Second Life (for Maya Users)</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" rel="bookmark" class="crp_title">The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</a></li><li><a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc" rel="bookmark" class="crp_title">Linden Lab Officially Announces Mesh Support in Second Life at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2009-wrap-up" rel="bookmark" class="crp_title">SLCC 2009 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=775&type=feed" alt="" />]]></content:encoded>
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		<title>The Top Five Points to Take Away from Philip Rosedale&#8217;s SL7B Address</title>
		<link>http://changingworldsbuildingdreams.com/the-top-five-points-to-take-away-from-philip-rosedales-sl7b-address</link>
		<comments>http://changingworldsbuildingdreams.com/the-top-five-points-to-take-away-from-philip-rosedales-sl7b-address#comments</comments>
		<pubDate>Mon, 21 Jun 2010 22:21:03 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[SL7B]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[2nd life]]></category>
		<category><![CDATA[2ndlife]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[7th birthday]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[chairman of the board]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[layoffs]]></category>
		<category><![CDATA[linden]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[metareality]]></category>
		<category><![CDATA[opening]]></category>
		<category><![CDATA[opening speech]]></category>
		<category><![CDATA[Philip Linden]]></category>
		<category><![CDATA[Philip Rosedale]]></category>
		<category><![CDATA[policy]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Second Life 7th Birthday]]></category>
		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=653</guid>
		<description><![CDATA[The Second Life 7th Birthday celebration kicked off this morning with an address from Linden Lab founder, SL creator, and current Chairman of the Board – Philip Rosedale (aka Philip Linden). ]]></description>
			<content:encoded><![CDATA[<p><a title="Philip Rosedale Prepares to Give his Opening Address at SL7B by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4722596390/"><img src="http://farm2.static.flickr.com/1062/4722596390_6952837c5f.jpg" alt="Philip Rosedale Prepares to Give his Opening Address at SL7B" width="565" height="416" /></a></p>
<p>The <a href="http://www.secondlife.com" target="_blank">Second Life</a> 7th Birthday celebration kicked off this morning with an address from <a href="http://www.lindenlab.com" target="_blank">Linden Lab</a> founder, SL creator, and current Chairman of the Board – Philip Rosedale (aka Philip Linden).  In his opening speech, Philip made several key points (emphasis added):</p>
<h4>1.  <span style="text-decoration: underline;">Philip Has No Regrets</span></h4>
<blockquote><p>I sat and thought about this 7th year of operation — you know, for me, it is, of course more than 10 years… I would say that those 10 years have been an incredibly hard. They&#8217;ve had incredible moments of frustration. But they&#8217;ve also been incredibly rewarding and inspiring and <strong>I wouldn&#8217;t take back any of it or even do anything differently</strong>… I think what we&#8217;ve achieved here is a magnificent accomplishment together — all of us, the Lindens, the Residents, the Lindens that aren&#8217;t with us anymore — we&#8217;ve all worked together to build something just incredible. And I wouldn&#8217;t even take any chance at anything that might mess it up, <strong>it&#8217;s unbelievable what we&#8217;ve achieved</strong>.</p></blockquote>
<h4>2.  <span style="text-decoration: underline;">Linden Lab Has Only Good Intentions</span></h4>
<blockquote><p>We have tried, as a company — because we&#8217;ve been so excited about virtual reality, about what we&#8217;ve already accomplished together, what we&#8217;ve seen everyone do, what we&#8217;ve seen you guys do — it&#8217;s been so exciting that we have tried to fix it all at once.. it&#8217;s all done out of enthusiasm, it&#8217;s done out of excitement,<strong> it&#8217;s done out of love for the world</strong>. And everything and everyone that&#8217;s in it. But I think the challenge we&#8217;ve had is that over and over again, we&#8217;ve been this small, smallish company trying to work on something that <strong>is just unbelievably complicated</strong> and figuring out how to restrict and serialize and sequence and prioritize all of these different pieces has been a huge problem.</p></blockquote>
<h4>3.  <span style="text-decoration: underline;">Keeping Second Life Safe is Top Priority</span></h4>
<blockquote><p>We sadly reduced the size of the company by about a third — by about 100 people a week ago, and that&#8217;s a big deal and a huge change… <strong>We&#8217;re never going to — as a company — risk the world </strong>and the businesses and the livelihoods of the thousands of people who make money working here by growing too quickly ahead of profits. By doing the difficult process of restructuring the company and making layoffs, we&#8217;ll return ourselves to solid, very solid levels of profitability.  <strong>We&#8217;re safe, the world is safe.</strong></p>
<p><strong><span id="more-653"></span></strong></p></blockquote>
<h4>4.  <span style="text-decoration: underline;">Linden Lab is Getting Back To Basics (aka SL is a medieval city)</span></h4>
<blockquote><p>Second Life is this wonderful, beautiful city — once you&#8217;re in it and you&#8217;re having this amazing immersive experience, you&#8217;re just totally blown away by it. But the city itself is surrounded by huge walls and a moat. It&#8217;s like a medieval city. <strong>To actually get into it you have to invest an enormous amount of time</strong> and energy getting across that moat, and over the walls, and into this amazing new world of people inside that are waiting inside. And I think that in our excitement about the success of Second Life — in its amazing initial growth and the amazing things that you guys have done and that we&#8217;ve done together — we were getting ahead of ourselves a bit as a company and this is what we really talked about in this restructuring. We were building these sort of rickety — we were in many cases building these bridges and scaffoldings that sought to get different types of people across that moat and over those walls, whether we&#8217;re talking about international Residents, or the community welcome areas, or enterprise or education users — we&#8217;ve been sort of building these little, thin bridges that try and quickly get everybody kind of over that wall and into Second Life. And of course, you can understand why we&#8217;d do that, because it&#8217;s just so fantastic an experience once we can get people there.</p>
<p>But I think what we have to do — what I know is the kind of thinking that&#8217;s informing our planning process going forward — is ask whether instead<strong> </strong>we can stop doing those many, many peripheral, highly usage-specific things to get people in here — and instead just take a step back, look at the basic problems that we are all faced by, and by fixing them, fill the moat. <strong>Tear down the walls. Stop trying to build over them. </strong>We have a product here that can deliver an unbelievable experience to everyone if we simply make the basic pieces of that experience work. Whether we&#8217;re talking about how many people can stand together in a meeting like this, or how to put clothes on, or manage your inventory, or build basic objects in-world, or how voice works, how parcel media works, live music — all of these basic features are things that are amazing experiences when you can have them, but they&#8217;re not easy enough yet. They&#8217;re not — <strong>they just in many cases don&#8217;t completely work</strong>, and we — it&#8217;s so easy to get ahead of ourselves as a company and forget that. So going <strong>back to those basics</strong> and just trying to make this thing work for all of us is what you can expect to see from us next.</p></blockquote>
<h4>5. <span style="text-decoration: underline;">Second Life is Not For Sale</span></h4>
<blockquote><p>Dousa Dragonash: Is there any truth in the rumour that Second Life is preparing to be bought?</p>
<p>Philip Linden: Dousa&#8230;. <strong>nope</strong>.</p></blockquote>
<p><span style="color: #555555;">I was relieved and delighted to hear Philip’s plan for Second Life.  His positions were very similar to what I speculated in the first episode of <a href="http://rezzed.tv/2010/06/metareality-1/" target="_blank">Metareality</a>.  I think the Lab is focused in the right direction, and it is good to see Philip is still involved.  I look forward to seeing “the walls break down.”</span></p>
<h5><strong>You can download or read Philip’s speech in it’s entirety </strong><a href="http://wiki.secondlife.com/wiki/SL7B/Philip-speech" target="_blank"><strong><span style="text-decoration: underline;">here</span></strong></a><strong>.</strong></h5>
<p>*Special thanks to <a href="http://wiki.secondlife.com/wiki/Torley" target="_blank">Torley Linden</a> for this recording/transcript.*</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/can-a-world-continue-to-exist-without-its-creator-philip-rosedale-leaves-linden-lab" rel="bookmark" class="crp_title">Can a World Continue To Exist Without It&rsquo;s Creator? &#8211; Philip Rosedale Leaves Linden Lab</a></li><li><a href="http://changingworldsbuildingdreams.com/linden-lab-restructuring" rel="bookmark" class="crp_title">Linden Lab Restructuring</a></li><li><a href="http://changingworldsbuildingdreams.com/i-think-therefore-i-blog" rel="bookmark" class="crp_title">I Think, Therefore I Blog</a></li><li><a href="http://changingworldsbuildingdreams.com/the-sunny-side-of-second-life" rel="bookmark" class="crp_title">The Sunny Side of Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/ceo-of-organic-named-new-ceo-of-linden-lab" rel="bookmark" class="crp_title">CEO of Organic Named New CEO of Linden Lab</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=653&type=feed" alt="" />]]></content:encoded>
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		</item>
		<item>
		<title>The Dangers of Virtual Goods</title>
		<link>http://changingworldsbuildingdreams.com/the-dangers-of-virtual-goods</link>
		<comments>http://changingworldsbuildingdreams.com/the-dangers-of-virtual-goods#comments</comments>
		<pubDate>Tue, 04 May 2010 05:23:23 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Community]]></category>
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		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=572</guid>
		<description><![CDATA[Over the last few days, I’ve read dozens of articles covering the newly updated Second Life Terms of Service (TOS) and the Class Action Lawsuit that has been filed against Linden Lab and Philip Rosedale.  However, this afternoon when I saw that the Los Angeles Times and Mashable had jumped on the bandwagon then I could no longer keep my facts to myself.]]></description>
			<content:encoded><![CDATA[<p><a title="Justice by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4576902317/"><img src="http://farm4.static.flickr.com/3356/4576902317_2062949df9.jpg" alt="Lady Justice" width="513" height="361" /></a></p>
<p>Over the last few days, I’ve read dozens of articles covering the newly updated <a href="http://secondlife.com/" target="_blank">Second Life</a> Terms of Service (TOS) and the Class Action Lawsuit that has been filed against <a href="http://lindenlab.com/" target="_blank">Linden Lab</a> and Second Life creator Philip Rosedale.  These reports have frustrated and perturbed me, but I expected there to be some melodramatic “news” surrounding these events.  I can see how these events would be fodder for many of the sensational stories that are written about Second Life, most of which are about as accurate or thorough as you would expect to see in any common place tabloid.   However, this afternoon when I saw that the <a href="http://www.latimes.com/business/la-fi-lazarus-20100430,0,1032270.column?page=1" target="_blank">Los Angeles Times</a> and <a href="http://mashable.com/2010/05/03/second-life-users-file-class-action-lawsuit-over-virtual-land/" target="_blank">Mashable</a> (who I hoped would have more integrity) had jumped on the bandwagon of sensationalism then I could no longer bit my tongue and keep my facts to myself.</p>
<h4><strong>Second Life’s newly revised Terms of Service </strong></h4>
<p>Second Life’s newly revised Terms of Service (TOS) officially took effect Friday.  Though they were released a month ago, many reports are just beginning to surface about the updated TOS.  While most users (<a href="http://www.huffingtonpost.com/2010/04/17/gamestation-grabs-souls-o_n_541549.html" target="_blank">in typical online fashion</a>) probably just clicked ACCEPT before even bothering to read them, there were multiple changes, that whether you read them or not, you are now legal bound to.   The changes mostly involved further clarification of Service and Content Licenses, including a new Snapshot and <a href="http://en.wikipedia.org/wiki/Machinima" target="_blank">Machinima</a> Policy.</p>
<p>The updates were consolidated by Linden Lab into the following reference chart:</p>
<p><img style="display: inline; margin-left: 0px; margin-right: 0px;" src="http://blogs.secondlife.com/servlet/JiveServlet/downloadImage/38-14090-4046/450-297/licenses.jpg" alt="licenses.jpg" /></p>
<p><strong> </strong></p>
<h4><strong> </strong></h4>
<h4><strong>Snapshot and Machinima Policy</strong></h4>
<p>The most significant of these changes (in my opinion) was the introduction of the completely new Snapshot and Machinima Policy.  The Snapshot and Machinima policy grants Linden Lab and other Second Lifer users a license to use snapshots (without permission) and machinima (with permission) of Content that is publically displayed in-world.  Creators who want to reserve their rights can do so by placing their creations in private areas or by altering the Covenant of the land to prohibit snapshots or filming of machinima.  The <a href="http://en.wikipedia.org/wiki/Electronic_Frontier_Foundation" target="_blank">EFF</a> spoke out <a href="http://www.eff.org/deeplinks/2010/04/fair-use-gets-fair-shake-second-life" target="_blank">in support of Linden Lab, praising this new policy,</a> by stating,</p>
<blockquote><p>Instead of running from the new kinds of fair use enabled by new technologies, Linden Lab has embraced them… Linden Lab’s behavior should be an object lesson to movie studios and major record labels, who have alienated their own fans by trying to thwart new fair uses as they come along, whether through <a href="http://www.eff.org/issues/drm">DRM</a> or <a href="http://www.eff.org/takedowns">DMCA takedowns</a>. Linden Lab has shown that there are innovative new ways to give the green-light to fair uses while still giving users the freedom to protect their creations. We hope that movie studios and major record labels are taking notes, because Linden Lab is showing them how it’s done.</p></blockquote>
<h4><strong>Service and Content Licenses</strong></h4>
<p><span style="color: #555555;">Mark Kingdon, CEO of Linden Lab described the other licenses on the <a href="http://blogs.secondlife.com/community/community/blog/2010/03/31/updated-second-life-terms-of-service" target="_blank">official Second Life blog</a>:</span></p>
<blockquote><p>…We’ve clarified the service and content licenses in the Terms of  Service.</p>
<ul>
<li><strong>Linden Dollar License:</strong> This is the license that allows you to transfer Linden dollars to other Residents. When you get Linden dollars, you get a license to use them, and when you transfer Linden dollars to other Residents, you are transferring your Linden Dollar License.</li>
<li><strong>Virtual Land License:</strong> The license you get when you acquire  virtual land in Second  Life works similarly to the Linden Dollar License. When you transfer virtual land to other Residents, what you are really transferring is the license you get to use that virtual land.  This license reflects  what virtual landlords are doing already in Second Life when they rent land parcels to other Residents.</li>
<li><strong>Service Content License</strong><strong>:</strong> To enable us to provide the Second Life experience to you, we need to be allowed to “use, reproduce, distribute, prepare derivative works of, display, and perform” content in Second Life. However, the content you submit to Second Life is your content, not Linden Lab’s; you retain the intellectual property rights in your content. And, we’ve added a provision that ends the Service Content License for copies of your content that you delete from Second Life.</li>
<li><strong>User Content License: </strong>By submitting content to publicly accessible areas of Second Life, you allow us to display it and allow other Residents to see it. You also allow other Residents to “use, reproduce, distribute, prepare derivative works of, display, and perform” your content “solely as permitted by you through your interactions with” Second Life. Your interactions include your use of  the Second Life permissions system. The User Content License reflects how our content creators are using the permissions system. The User Content License also clarifies that content creators remain the intellectual property owners of content they transfer within Second Life. Simply receiving content and becoming the  “Second Life owner” of the content does not make you the intellectual  property owner.</li>
</ul>
</blockquote>
<h4><strong>Evans et al vs Linden Lab</strong></h4>
<p><span style="color: #555555;">I have read the <a href="http://secondlife.com/corporate/tos.php" target="_blank">entire newly updated TOS</a> and the <a href="http://wiki.secondlife.com/wiki/Linden_Lab_Official:Terms_of_Service_Archive/Through_29_April_2010" target="_blank">previous version</a> (that just was replaced) as well.   I recommend that you take the time to do the same.  While <strong>I am NOT a lawyer</strong>, I did not find these newly updated TOS to be (second) life changing.   However, a <a href="http://www.massively.com/2010/04/21/evans-et-al-vs-linden-lab-the-new-lawsuit-on-the-block/" target="_blank">new Class Action Lawsuit</a> was recently filed against Linden Lab and Second Life creator Philip Rosedale that includes in its arguments the Second Life TOS.  The Plaintiffs of this case: Carl Evans, Donald Spencer, Valerie Spencer, and Cindy Carter, are claiming misrepresentation and fraud, among other things.  As I read <a href="http://www.virtuallanddispute.com/pleadings/evan_spencer_carter_v_linden_labs_virtual_land_property_rights_class_action_lawsuit.pdf" target="_blank">the Complaint</a>, the Plaintiffs allege that Philip Rosedale tried to “bait the hook for potential customers” by intentionally misleading them to believe that by buying virtual land, they would own that land outright and therefore acquire ownership rights to it, only to turn around and seize their land/items/$L, without compensation, and without honoring any of their rights as owners.  The complaint actually goes as far as to compare Rosedale to a “hawker sitting outside Second Life’s circus tent, singing marvels of what was contained inside to entice customers to enter.”  The sarcasm that seeps from its pages puts this blog to shame.  So much so, that well respected and informed virtual world blogger <a href="http://terranova.blogs.com/terra_nova/2010/04/bragging-again.html#more" target="_blank">Ren Reynolds responded</a> to the Complaint by asking, “you’re having a laugh, right?”</span></p>
<p><span style="color: #555555;"><span id="more-572"></span><br />
</span></p>
<p><span style="color: #555555;">The reason many of us find this lawsuit to be a joke is because it’s widely know, understood, and accepted that while Linden Lab affords us many rights that most online game/MMO/virtual world companies do not, in the end, they own everything on their servers.  It is also included clearly in the TOS, both now and in the prior version.</span></p>
<blockquote><p><span style="color: #555555;">2003 TOS &#8211; 4.3 All Data Is Temporary. When using the Service, you may accumulate treasure, experience points, equipment, or other value or status indicators and contribute to the environment (&#8220;Accumulated Status&#8221;). THIS DATA, AND ANY OTHER DATA RESIDING ON LINDEN&#8217;S SERVERS, MAY BE RESET AT ANY TIME FOR ANY OR NO REASON. ALL CHARACTER HISTORY AND DATA MAY BE ERASED IN WHICH CASE EACH CHARACTER MAY BE RESET TO NOVICE STATUS. YOU ACKNOWLEDGE THAT, NOTWITHSTANDING ANY COPYRIGHT OR OTHER RIGHTS YOU MAY HAVE WITH RESPECT TO ITEMS YOU CREATE USING THE SERVICE, ALL OF YOUR CONTENT AND ACCUMULATED STATUS HAS NO INTRINSIC CASH VALUE AND THAT LINDEN DOES NOT ENDORSE, AND EXPRESSLY DISCLAIMS (SUBJECT TO ANY UNDERLYING RIGHTS IN THE CONTENT), ANY VALUE, CASH OR OTHERWISE, ATTRIBUTED TO CONTENT OR ACCUMULATED STATUS. </span></p></blockquote>
<blockquote><p>2010 TOS &#8211; 4.3 [..]<br />
You agree that Linden Lab has and may exercise the right in its sole discretion to pre-screen, refuse, or delete any Content or services from the Service or disable any user&#8217;s access to the Service without notice or liability to you or any other party, including upon our belief that such user&#8217;s conduct, Content, services, or use of the Service is potentially illegal, threatening, or otherwise harmful to any user or other person or in violation of our Terms of Service, Community Standards, or other policies.</p></blockquote>
<p>In fact the previous version made it extra clear by stating,</p>
<blockquote><p><span style="font-weight: normal;">2003 TOS &#8211; 3.3 Linden Lab retains ownership of the account and related data, regardless of intellectual property rights you may have in content you create or otherwise own.  You agree that even though you may retain certain copyright or other intellectual property rights with respect to Content you create while using the Service, you do not own the account you use to access the Service, nor do you own any data Linden Lab stores on Linden Lab servers (including without limitation any data representing or embodying any or all of your Content). Your intellectual property rights do not confer any rights of access to the Service or any rights to data stored by or on behalf of Linden Lab.</span></p></blockquote>
<p>The TOS both prior and currently make it quiet clear.  I don’t think I “own” my virtual property any more than I thought I owned Park Place when I bought it playing Monopoly last weekend (even though their ads told me that I “can own it all” when I “buy, sell, and trade famous properties” and become “the next billionaire.”)</p>
<h4><strong>Virtual Entitlement</strong></h4>
<p>After people understand that legally we all agreed to (in a sense) give our ownership rights away, they want to know, why?  To answer that you must first understand how content in a virtual world works.</p>
<p>While, like in Monopoly, we habitually use words like buy, sell, and own because they have become sort of a native language that we are accustomed to using, we never actually buy, sell, or own anything physical, nor is it ever equal to a real life purchase.   Yet, some people feel entitled due to the immersive experience of virtual goods.  You paid for that whatever, so you must be entitled, right?  In reality, all you really paid for was a license.  When you “buy” something in Second Life you pass on a license (i.e. your $L) and in return you receive a license that grants you access to block a of code/data that in-world we see as an object rezzed by the SIM that is running on LL’s Second Life servers.  With Second Life hosting and storing everything, is there any wonder that it belongs to them?</p>
<p>Many online games/MMOs/virtual worlds all operate on a similar set of rules.  Blizzard owns everything in World of Warcraft, or CCP Games owns everything in Eve Online.  They all have clear TOS that you must accept to play.  They all have the right to seize your account.  They all have creative advertising.  These aspects are an industry standard in these types of online/virtual environments.</p>
<p>Virtual worlds are not the only environment where you see this type of “ownership” either.  It is very common and well known that University professors who create something or formulate an idea might be permitted some rights, but their work overall belongs to the University.</p>
<h4><strong> </strong></h4>
<h4><strong>Enter Bragg</strong></h4>
<p>So now looking at the big picture, it kind of takes the bite out of the lawsuit, right?  Or does it?</p>
<p>While most people would agree that for multiple reasons paying for a license doesn’t entitle you to many rights (as defined by the TOS), there is some previous precedent in this type of case against Linden Lab.  Back in 2007, Marc Bragg sued Linden Lab claiming essentially the same thing.  He purchased a series of land and was selling this land, when Linden Lab terminated his account and seized his virtual assets.  Bragg admitted that he had, &#8220;learned of a way to purchase virtual land significantly below market values,&#8221; and was reselling it for a profit.  Linden Lab argued that they proceeded inline with their TOS as Bragg admitted he was using an exploit to buy the land.  The judge did not see it as open and shut.</p>
<p>In the first paragraph of <a href="http://lawy-ers.com/robreno_order.pdf" target="_blank">his opinion</a> the Honorable Eduardo Robreno states, “While the property and the world where it is found are “virtual,” the dispute is real.”  He then continued, “Presently before the Court are Defendants’ Motion to Dismiss for Lack of Personal Jurisdiction (doc. no. 2) and Motion<br />
to Compel Arbitration (doc. no. 3). For the reasons set forth below, the motions will be denied.”</p>
<p>The reasons he set forth described Linden’s Terms of Service as a  <a href="http://legal-dictionary.thefreedictionary.com/Adhesion+Contract">“contract of adhesion”</a> and therefore <a href="http://legal-dictionary.thefreedictionary.com/unconscionable">unconscionable</a>.  Judge Robreno further explained this by stating,</p>
<blockquote><p>“Linden presents the TOS on a take-it-or-leave-it basis…”</p></blockquote>
<blockquote><p>“In effect, the TOS provide Linden with a variety of one-sided remedies to resolve disputes, while forcing its customers to arbitrate any disputes with Linden.”</p></blockquote>
<blockquote><p>“…the arbitration clause is not designed to provide Second Life participants an effective means of resolving disputes with Linden. Rather, it is a one-sided means which tilts unfairly, in almost all cases, in Linden’s favor…”</p></blockquote>
<p>Linden Lab then settled the case a few months later for an undisclosed amount.</p>
<p>What that means for this current case is still unknown.  What we do know is that the case is being heard in the same court, before the same judge, by the same lawyer (Jason A. Archinaco) who handled Bragg’s case, and includes much of the exact same text/claims as the Bragg case.   I would argue that the Lab is not in a position to simply settle this case.  While many of the of terms that will be discussed might be typical contract law, this case is anything but typical.  As Ciaran Laval points out, <a href="http://www.your2ndplace.com/node/1765">this case could open a massive can of worms</a>.  With Judge Robreno already having an understanding of the case, Archinaco having some experience and time to build the case, and the Plaintiffs having requested a jury trial, I can’t begin to predict where it is going, but it is certainly the case to keep an eye on.</p>
<p>Will we even recognize the virtual world after imposing so many suppressive real world influences onto it?  Are we really ready for the consequences of our selfish complaining?</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/296" rel="bookmark" class="crp_title">Lindens Announce Roadmap to Protect and Manage Content and Intellectual Property</a></li><li><a href="http://changingworldsbuildingdreams.com/how-the-updated-policy-on-third-party-viewers-will-effect-second-life" rel="bookmark" class="crp_title">How the Updated Policy on Third Party Viewers Will Effect Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/what-everyone-needs-to-know-about-second-life-on-the-cloud" rel="bookmark" class="crp_title">What Everyone Needs To Know About (Second) Life &ldquo;On The Cloud&rdquo;</a></li><li><a href="http://changingworldsbuildingdreams.com/winning-back-the-lead-the-battle-of-viewer-developers-to-rebuild-trust" rel="bookmark" class="crp_title">Winning Back the Lead: The Battle of (Viewer) Developers to Rebuild Trust</a></li><li><a href="http://changingworldsbuildingdreams.com/community-challenge-sign-2" rel="bookmark" class="crp_title">Second Life and the Public Good Community Challenge</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=572&type=feed" alt="" />]]></content:encoded>
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		<title>Linden Lab to Support Second Life Art (But First They Have to Define It)</title>
		<link>http://changingworldsbuildingdreams.com/linden-lab-to-support-second-life-art-but-first-they-have-to-define-it</link>
		<comments>http://changingworldsbuildingdreams.com/linden-lab-to-support-second-life-art-but-first-they-have-to-define-it#comments</comments>
		<pubDate>Mon, 01 Mar 2010 16:00:00 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[music]]></category>
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		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Bryn Oh]]></category>
		<category><![CDATA[Crap Mariner]]></category>
		<category><![CDATA[Grace McDunnough]]></category>
		<category><![CDATA[LEA]]></category>
		<category><![CDATA[Linden Endowment for the Arts]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Mark Kingdon]]></category>
		<category><![CDATA[Musimmersion]]></category>
		<category><![CDATA[niko linden]]></category>
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		<description><![CDATA[Niko Linden announced the Linden Endowment for the Arts (LEA) program to help support and highlight Second Life artists, but the announcement is already full of comments arguing… What is Second Life Art?]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm3.static.flickr.com/2443/4038267639_bb40f8d543.jpg" alt="" width="565" height="318" /></p>
<p>While the <a href="http://secondlife.com/" target="_blank">Second Life</a> community was buzzing about the long awaited (Beta) release of the new Second Life Viewer 2.0, <a href="http://lindenlab.com/" target="_blank">Linden Lab</a> also made another big announcement.  On the official Second Life blog, Niko Linden <a href="https://blogs.secondlife.com/community/community/blog/2010/02/23/supporting-the-arts-in-second-life" target="_blank">announced</a> the Linden Endowment for the Arts (LEA) program.   The LEA program is being created to help support, encourage, and highlight Second Life artists and their work.</p>
<blockquote><p>In the upcoming months, it is our pleasure to take a more active role in encouraging the arts inside of Second Life. We are excited to announce the creation of a <strong>Linden Endowment for the Arts </strong>(LEA) program which will help support, encourage, and highlight Second Life artists and their work. We hope that the collaboration between Linden Lab and the wealth of talented Second Life artists will contribute to a vibrant new chapter for the arts in Second Life.<br />
The <strong>Linden Endowment for  the Arts</strong> (LEA) program&#8217;s goal is twofold:</p>
<ol>
<li>To create an <strong>immersive space </strong>for artists to share their art, build connections, and prosper in the Second Life community</li>
<li>To provide a new way for <strong>artwork to live on </strong>within our ever-changing virtual world.</li>
</ol>
<p>While still under design, this program will be a partnership between Linden Lab and Second Life artists, with the additional objective of gathering, displaying, and maintaining art at an inworld Arts Hub. We are currently building the LEA organizing committee, which will include members of the Second Life artist community and Linden Lab employees, to guide the program&#8217;s management. Under the creative direction, organization and guidance of the LEA committee, we will hold biannual art exhibitions, highlighting the most creative artwork happening inworld.</p></blockquote>
<p>Niko says that they are currently looking for a “small but dedicated group” of Second Lifers who are willing to make a commitment to the program, which (at least for now) will be headed by CEO Mark Kingdon.  <strong>Those interested in joining the committee can apply </strong><a href="https://spreadsheets.google.com/viewform?formkey=dGpTdTNxSW5Da0FTc0hveEtMVjViaEE6MA" target="_blank"><strong>here</strong></a><strong>.</strong></p>
<p>While this extraordinary endeavor is long overdue, it also faces some challenges.  Despite the fact that Niko says, “the key to understanding art is not in trying to decide what it <em>is,</em>” that is exactly what Linden Lab will have to do.  The announcement is already full of comments arguing this very question… <strong>What is Second Life Art?</strong></p>
<p>So far, most of the controversy stems from <a href="http://firstlife.isfullofcrap.com/2010/02/art_imitates_second_life.html" target="_blank">Crap Mariner’s insistence</a> that Second Life music is art.  He argues that the Second Life musicians are not always just “one guy with a guitar playing on a stage.”   He says that some SL musicians create immersive experiences as part of their shows, and that they cannot be “pushed to the back burner” anymore.  I agree and disagree.  Music is absolutely and undoubtedly an art, but just like not every painting is art, not every musical performance is an art either.   Having said that, musicians like <a href="http://phasinggrace.blogspot.com/" target="_blank">Grace McDunnough</a> and her full out live music production <a href="http://musimmersion.weebly.com/" target="_blank">Musimmersion</a>, most certainly fit the billing of art.  But where do we start and end that thin defining line?</p>
<p><strong>I tend to lean towards definitions in which Second Life actually facilitates the experience and/or emotions that the art provokes.</strong></p>
<p><img src="http://farm3.static.flickr.com/2547/4038270853_9dc6ffe00e.jpg" alt="" width="555" height="306" /></p>
<p><a href="http://brynoh.blogspot.com/" target="_blank">Bryn Oh</a> described this better in her response to the announcement:</p>
<blockquote><p>We are in the frontier of a new art movement which is unlike others before it.  As an oil painter i would not expect a jpeg of my work to be considered for inclusion, as all the element which make up the beauty of a painting are lost when converted to this format.  All the brush strokes which convey emotion are no longer seen, the colour is often changed when scanned and they lose the presence which an oil painting can have in real life.  I think we have to look at it from an art history point of view.  What, in ten years time, would an art historian say defined this new medium?  What is unique about SL art over other forms of art we can find in rl.  A 2D painting on a wall can be appreciated for its colour theory and composition but we remain passive observers. The ability we have in Second Life is to create paintings that you can enter and explore.  Instead of paint we use sound, prims, particles, scripts, narrative, and many other tools which allow us to create a new form of art.  Immersive environments allow the viewer to be drawn into the virtual experience and forget rl for a time.  That interaction is unique to this medium except for perhaps installation art or earth art.  Determining what is unique about this medium should really be the guideline as to determining what should be included.</p></blockquote>
<p>Wagner James Au also attempted to create his own similar definition of Second Life art on <a href="http://nwn.blogs.com/nwn/2010/02/when-is-second-life-music-art.html" target="_blank">his blog</a>:</p>
<blockquote><p>Second Life art is art that attempts to essentialize an important aspect of the human experience in a way that&#8217;s only feasible in SL, leveraging most or all of Second Life&#8217;s unique affordances.</p></blockquote>
<p>In the end no one can ever truly define art.  In my opinion, the keys to the success of this program will be (as Bryn said) determining what is unique about this medium and the art in it and also remembering the distinction between a craft (music is a craft) and actual art (<a href="http://musimmersion.weebly.com/" target="_blank">Musimmersion</a> is art).</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" rel="bookmark" class="crp_title">Breaking Down Rigged, Polygon Mesh Objects in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/296" rel="bookmark" class="crp_title">Lindens Announce Roadmap to Protect and Manage Content and Intellectual Property</a></li><li><a href="http://changingworldsbuildingdreams.com/significant-changes-announced-at-slcc" rel="bookmark" class="crp_title">Significant Changes Announced at SLCC</a></li><li><a href="http://changingworldsbuildingdreams.com/why-virtual-worlds-like-second-life-have-more-value-then-twitter-facebook" rel="bookmark" class="crp_title">Why Virtual Worlds (like Second Life) Have More Value Than Twitter &amp; Facebook</a></li><li><a href="http://changingworldsbuildingdreams.com/the-top-five-points-to-take-away-from-philip-rosedales-sl7b-address" rel="bookmark" class="crp_title">The Top Five Points to Take Away from Philip Rosedale&rsquo;s SL7B Address</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=512&type=feed" alt="" />]]></content:encoded>
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		<title>Everything You Need To Know About Second Life Viewer 2.0 (Beta)</title>
		<link>http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta</link>
		<comments>http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#comments</comments>
		<pubDate>Wed, 24 Feb 2010 04:37:02 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[News Announcements]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[building43]]></category>
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		<category><![CDATA[flash]]></category>
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		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Mark Kingdon]]></category>
		<category><![CDATA[Robert Scoble]]></category>
		<category><![CDATA[Scobleizer]]></category>
		<category><![CDATA[second life 2]]></category>
		<category><![CDATA[Second Life 2.0]]></category>
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		<category><![CDATA[UI]]></category>
		<category><![CDATA[viewer]]></category>

		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=489</guid>
		<description><![CDATA[Today, in a much anticipated announcement, Linden Lab launched the Beta version of their new Second Life viewer.  It will undoubtedly completely revolutionize the way we view and use Second Life. ]]></description>
			<content:encoded><![CDATA[<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/sl2b.jpg"><img style="display: inline; border-width: 0px;" title="sl2b" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/sl2b_thumb.jpg" border="0" alt="sl2b" width="557" height="385" /></a></p>
<p>Today, in a much anticipated <a href="https://blogs.secondlife.com/community/features/blog/2010/02/23/second-life-viewer-2-beta-now-available" target="_blank">announcement</a>, <a href="http://lindenlab.com/" target="_blank">Linden Lab</a> launched the Beta version of their new <a href="http://secondlife.com/" target="_blank">Second Life</a> viewer.  It will undoubtedly completely revolutionize the way we view and use Second Life, not to mention the first user experience.  There a heaps of changes and new features (small and large) included in this version and lots of additional features and changes in the works.</p>
<p>To get started you need to <strong><a href="http://secondlife.com/beta-viewer/" target="_blank">download the new Viewer 2 (Beta)</a></strong>.</p>
<p><span id="more-489"></span></p>
<p><strong><span style="text-decoration: underline;">New Interface Introduction</span></strong></p>
<p>The first thing you are going to notice is how it looks cosmetically.  The look of this new viewer is so smooth and clean.  A major upgrade.  Next you will notice a completely different user interface (UI).  This new UI is so much more intuitive than an other viewer before it.  It is made of up what Linden is calling the top bar, the bottom bar and the side bar.</p>
<p><a href="http://wiki.secondlife.com/wiki/File:QSG_Overview_-_Top.png" target="_blank"><img style="display: inline;" title="QSG_Overview_-_Top" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/QSG_Overview__Top_thumb.png" alt="QSG_Overview_-_Top" width="567" height="199" /></a><a href="http://wiki.secondlife.com/wiki/File:QSG_Overview_-_Side.png" target="_blank"><img style="display: inline; margin-left: 0px; margin-right: 0px; border-width: 0px;" title="QSG_Overview_-_Side" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/QSG_Overview__Side_thumb.png" border="0" alt="QSG_Overview_-_Side" width="154" height="292" align="right" /></a> While new users will find this new UI very intrinsic and much less overwhelming then before, it will take quite some time for experienced users to get used to, as it is radically different.</p>
<p>Most of these features are the same, or at least familiar, but have been relocated so that they can now be found more easily.</p>
<p>The new UI looks and functions very much like a browser.  It includes a browser-like navigation bar with forward and back buttons (history) and easily accepts <a href="http://slurl.com/" target="_blank">SLURLs</a>.</p>
<p>My favorite new features that are now easily available on the UI are the teleport history which can be accessed several ways, and the ability to bookmark a location (landmark) with one click. You can then even customize that landmark and add information about the location to the landmarks.</p>
<p><a href="http://wiki.secondlife.com/wiki/File:QSG_Overview_-_Bottom.png" target="_blank"><img style="display: inline; border-width: 0px;" title="QSG_Overview_-_Bottom" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/QSG_Overview__Bottom_thumb.png" border="0" alt="QSG_Overview_-_Bottom" width="569" height="173" /></a></p>
<p><strong><span style="text-decoration: underline;">Appearance and Outfits</span></strong></p>
<p>Another one of my favorite new features is something that designers have been asking for since as long as I have been in SL.  Under Appearance, users and designers now have two more sections.  One gives you the ability to add a tattoo layer.  The other allows you to make parts of your avatar invisible.</p>
<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/appearance.jpg"><img style="display: inline;" title="appearance" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/appearance_thumb.jpg" alt="appearance" width="567" height="402" /></a></p>
<p>Perhaps the best new feature for the resident fashionistas of SL who love to mix and match their clothing wardrobes is the ability to create new outfits using links for no copy items.  Links do not break any permissions, they are simply shortcuts that point to an original no copy item.  This has long been a problem of mine and I’m so glad to see it included in this new viewer!  Also helpful is the addition of the Wearing tab which shows the items you are currently wearing.  Many of us have been used to this from other third party viewers, but its great to see it added here as well.</p>
<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/links.jpg"><img style="display: inline; border-width: 0px;" title="links" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/links_thumb.jpg" border="0" alt="links" width="568" height="491" /></a></p>
<p><strong><span style="text-decoration: underline;">Shared Media</span></strong></p>
<p>While all of these features are great, and there is a whole slew more of them… there is something bigger.  Perhaps bigger than the launch of the viewer itself, is the launch of Second Life Shared Media (SLSM).   SLSM is 100% a game changer for Second Life.  It will allow you to display fully interactive, shared web content on any surface of a prim in Second Life including Flash, Javascript, and embedded movies.</p>
<p><a href="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/slsm.jpg"><img style="display: inline; border-width: 0px;" title="slsm" src="http://changingworldsbuildingdreams.com/wp-content/uploads/2010/02/slsm_thumb.jpg" border="0" alt="slsm" width="567" height="399" /></a> Many people are already using it to play games, watch YouTube movies, collaborate on Goggle Docs, check email, display web pages, and the list goes on it.  The applications of SLSM are only just being explored and will most definitely will change the way we use SL for education, collaboration, social media, augmented reality, etc.   This video gives more details about SLSM including how to set it up yourself:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="405" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Wv20U7rJuwU&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;hd=1&amp;border=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="405" src="http://www.youtube.com/v/Wv20U7rJuwU&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;hd=1&amp;border=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong><span style="text-decoration: underline;">Other Features</span></strong></p>
<p>There are so many new and updated features I could never cover them all in one post (at least not one you would read).  Luckily Torley has posted several video tutorials to help you learn about them all.  These features include:</p>
<div>
<div id="video-main-content-puj6CCYoZ50">
<div>
<div>
<div id="_mcePaste">
<ul>
<div>
<li>New Interface
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_1_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Menus
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_2_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Context Menu Replaces Pie Menu
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_3_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Move and View Controls
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_4_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Navigation
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_5_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Appearance and Outfits
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_6_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Sidebar (including the new web integrated Home tab)
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_7_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Search (now powered by Google Search Appliance technology)
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_8_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Preferences
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_9_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Notifications and Conversations
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_10_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Inventory
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_11_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Giving Inventory
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_12_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
<li>Automatic Camera Zoom
<p><a href='http://changingworldsbuildingdreams.com/everything-you-need-to-know-about-second-life-viewer-2-0-beta#SID489_13_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
</li>
</div>
</ul>
</div>
</div>
</div>
</div>
</div>
<p><strong><span style="text-decoration: underline;">Coming Soon</span></strong></p>
<p>In addition to all of today’s new debuts, we know there are a lot more new features in the works!  In the near future Linden Lab has said that they will still be unveiling some more game changing features like Mesh Support, the addition of C# as a scripting language, additional tools to better integrate social media, and more!  In fact, Linden Lab CEO Mark Kingdon appeared on <a href="http://www.building43.com/videos/2010/02/23/second-life-reimerges-with-new-innovative-browser/" target="_blank">building43</a> this morning to discuss the launch, what the company has been up to, and where it’s going.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="380" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://blip.tv/play/g8sRgcfjTAI%2Em4v" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="380" src="http://blip.tv/play/g8sRgcfjTAI%2Em4v" allowfullscreen="true"></embed></object></p>
<p>As you can tell its been a BIG day for Linden Lab, Second Life, and all of us!  I would love to know some of your thoughts on the new viewer and today’s big news.  What do you love or hate?</p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/mesh-imports-in-second-life-for-maya-users" rel="bookmark" class="crp_title">Mesh Imports in Second Life (for Maya Users)</a></li><li><a href="http://changingworldsbuildingdreams.com/cnbc-segment-on-business-social-media-highlights-linkedin-second-life-and-more" rel="bookmark" class="crp_title">CNBC Segment on Business &#038; Social Media Highlights LinkedIn, Second Life, and More</a></li><li><a href="http://changingworldsbuildingdreams.com/virtual-machinima-for-social-good" rel="bookmark" class="crp_title">Virtual Machinima for Social Good</a></li><li><a href="http://changingworldsbuildingdreams.com/congress-vs-jon-stewart-vs-susan-temby-vs-colbert-challenge" rel="bookmark" class="crp_title">Congress vs. Jon Stewart vs. Susan Temby vs. Colbert Challenge</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2009-wrap-up" rel="bookmark" class="crp_title">SLCC 2009 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=489&type=feed" alt="" />]]></content:encoded>
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		<slash:comments>20</slash:comments>
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		<title>The 20 Burning Life Camps You Must See</title>
		<link>http://changingworldsbuildingdreams.com/the-20-burning-life-camps-you-must-see</link>
		<comments>http://changingworldsbuildingdreams.com/the-20-burning-life-camps-you-must-see#comments</comments>
		<pubDate>Sat, 24 Oct 2009 05:40:00 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[2ndlife]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[AM Radio]]></category>
		<category><![CDATA[America’s Homeless Problem]]></category>
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		<category><![CDATA[avatar]]></category>
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		<category><![CDATA[Bryn Oh]]></category>
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		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/the-20-burning-life-camps-you-must-see</guid>
		<description><![CDATA[Burning Life 2009 opened in the virtual world of Second Life this past weekend.  Burning Life is described as a festival of community, art, and fire.  It is it the virtual counterpart of Burning Man.  



]]></description>
			<content:encoded><![CDATA[<p><a title="The Man (Burning Life) by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038274831/"><img src="http://farm3.static.flickr.com/2455/4038274831_0e6d23ea70.jpg" alt="The Man (Burning Life)" width="558" height="317" /></a> <span style="font-size: xx-small;">The Man &#8211; </span> <a href="http://slurl.com/secondlife/Burning%20Life%2DBlack%20Rock/251/13/24"><span style="font-size: xx-small;">http://slurl.com/secondlife/Burning%20Life%2DBlack%20Rock/251/13/24</span></a></p>
<p><a href="http://burninglife.secondlife.com/" target="_blank"><span><span><span style="color: #000000;"><span style="text-decoration: none;">Burning Life 2009</span></span></span></span></a><span> opened in the virtual world of </span><a href="http://secondlife.com/" target="_blank"><span><span style="color: #000000;"><span style="text-decoration: none;">Second Life</span></span></span></a><span> this past weekend.  Burning Life is described as a festival of community, art, and fire.  It is it the virtual counterpart of </span><a href="http://www.burningman.com/" target="_blank"><span><span style="color: #000000;"><span style="text-decoration: none;">Burning Man</span></span></span></a><span>.  Though there have long been many </span><a href="http://nwn.blogs.com/nwn/2008/10/from-burning-ma.html" target="_blank"><span style="color: #000000;"><span style="text-decoration: none;">unofficial overlaps</span></span></a><span> between the two, this year SL’s Burning Life was </span><a href="http://nwn.blogs.com/nwn/2009/09/burning-man-meets-burning-life.html" target="_blank"><span><span style="color: #000000;"><span style="text-decoration: none;">officially added</span></span></span></a><span> as a Burning Man Regional Group.</span></p>
<p>Burning Life 2009 stretches across 34 SIMs.  While each camp has it’s own special qualities, I found 20 that really stood out to me.</p>
<ol>
<li>
<h4><strong>**TRANSCENDENCE** &#8211; <strong><a href="http://changingworldsbuildingdreams.com/" target="_blank">SAND CASTLE STUDIOS</a> </strong></strong></h4>
<p><a title="**TRANSENDENCE** - SAND CASTLE STUDIOS  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038268223/"><img src="http://farm3.static.flickr.com/2422/4038268223_67b7fd346e.jpg" alt="**TRANSENDENCE** - SAND CASTLE STUDIOS " width="540" height="311" /></a></p>
<p>OK, I *may* be a little biased on this one, but when Reed Steamroller and I came up with the concept for this, I never expected the masterpiece he would create.  The architecture is breathtaking when you examine the complexity of the interlocking sculpted prims.  As if that wasn’t inspiring enough, the brilliant colors on the baked textures are captivating.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life-Bluewing/216/224/24/">http://slurl.com/secondlife/Burning%20Life-Bluewing/216/224/24/</a></li>
<li>
<h4><strong>Among Other Things &#8211; AM Radio</strong></h4>
<p><a title="Among Other Things - AM Radio by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039020562/"><img src="http://farm3.static.flickr.com/2559/4039020562_4a24367a4d.jpg" alt="Among Other Things - AM Radio" width="542" height="306" /></a></p>
<p>Definitely the most inherently fun and interactive exhibit for an outsider to experience as you help create the art for the installation by adding your own graffiti to the trains, which are gorgeously built and textured by this well known Second Life artist.   As an added incentive, when you enter the camp, you receive the wheat from AM’s famous Wheat Fields exhibit as a gift.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DJungo/223/37/24">http://slurl.com/secondlife/Burning%20Life%2DJungo/223/37/24</a></li>
<li>
<h4><strong>Cabaret of Flames &#8211; <strong>Poid Mahovlich </strong></strong></h4>
<p><a title="Cabaret of Flames - Poid Mahovlich   by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039017164/"><img src="http://farm3.static.flickr.com/2801/4039017164_9d12c56dd3.jpg" alt="Cabaret of Flames - Poid Mahovlich  " width="547" height="311" /></a></p>
<p>Poid Mahovlich combines her deep artistic sense, and her personal experience of the real life Burning Man to bring us this tribal immersive exhibit of fire and art.  The powerful sound of drums will surrounded you upon entering the camp, setting the mood to transport you into the desert, and make you feel like you are actually part of the real Burning Man experience more than any other exhibit.  It digs deep to your core and entrances you.  In addition to the transformative experience, you will be offered a gift of fire fans so you too can participate and become part of the exhibit/experience as you dance on the playa.  Poid talks about her experience and what inspired her to build The Cabaret of Flames in a special <a href="http://cabaretofflames.blogspot.com/" target="_blank">mini blog</a> and includes an <a href="http://www.youtube.com/watch?v=l3KS0cMp_qo&amp;feature=player_embedded" target="_blank">incredible machinima</a> which is as *must see* as the exhibit itself!</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DRabbithole/75/163/24">http://slurl.com/secondlife/Burning%20Life%2DRabbithole/75/163/24</a></li>
<li>
<h4><strong>Vessel&#8217;s Dream &#8211; <strong>Bryn Oh</strong></strong></h4>
<p><a title="Vessel's Dream - Bryn Oh by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038270853/"><img src="http://farm3.static.flickr.com/2547/4038270853_9dc6ffe00e.jpg" alt="Vessel's Dream - Bryn Oh" width="549" height="329" /></a></p>
<p>This well known artist and machinimagrapher doesn’t just create art, she creates experiences.  Her camp this year is based off her poem Lilac.  Unlike other exhibits, to truly experience her immersive installation, you will have to follow the clues and explore the mythical and symbolic characters and rooms (hint: use your camera).  I highly recommend you take the time to enjoy the challenging and fascinating journey this exhibit will take you on.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DBordello/21/147/24">http://slurl.com/secondlife/Burning%20Life%2DBordello/21/147/24</a></li>
<li>
<h4><strong>America’s Homeless Problem – <strong>Viomax </strong></strong></h4>
<p><a title="America’s Homeless Problem – Viomax  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039018218/"><img src="http://farm3.static.flickr.com/2677/4039018218_4d285f77d3.jpg" alt="America’s Homeless Problem – Viomax " width="544" height="321" /></a></p>
<p>This thought provoking exhibit is beautifully constructed and makes a simple, but strong statement about the homeless problem in America.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DPaiute/68/229/25">http://slurl.com/secondlife/Burning%20Life%2DPaiute/68/229/25</a></li>
<li>
<h4><strong><strong>Untitled &#8211; <strong><strong><strong><strong>Marcus Inkpen</strong></strong></strong></strong></strong></strong></h4>
<p><a title="Untitled - Marcus Inkpen by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039022564/"><img src="http://farm3.static.flickr.com/2424/4039022564_1ce14cc6c0.jpg" alt="Untitled - Marcus Inkpen" width="543" height="309" /></a></p>
<p>This dreamy installation is one of the most spellbinding exhibits I saw.  It is truly a work of art.  In addition to the in-world version, rockerfaerie has documented it in her ethereal <a href="http://www.youtube.com/watch?v=g50tmpxWkSs&amp;feature=player_embedded" target="_blank">machinima</a>.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DBluewing/47/94/24">http://slurl.com/secondlife/Burning%20Life%2DBluewing/47/94/24</a></li>
<p><span id="more-415"></span></p>
<li>
<h4><strong>A Mouse Trap Game &#8211; <strong>Nawlins Streeter </strong></strong></h4>
<p><a title="A Mouse Trap Game - Nawlins Streeter  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038271211/"><img src="http://farm3.static.flickr.com/2431/4038271211_dec7b93d26.jpg" alt="A Mouse Trap Game - Nawlins Streeter " width="544" height="310" /></a></p>
<p>I always thought that the best part about the game “Mouse Trap” was setting up the contraptions and setting them off.  This nostalgic game installation not only features all the working contraptions, but also allows you to set into the game and trigger them yourself.  Roll the dice and have some fun.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life-Tungsten/216/31/23">http://slurl.com/secondlife/Burning%20Life-Tungsten/216/31/23</a></li>
<li>
<h4><strong>Museo del Metaverso  &#8211; <strong>uqbar. media art culture</strong> </strong></h4>
<p><a title="Museo del Metaverso  - uqbar. media art culture  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039021750/"><img src="http://farm3.static.flickr.com/2768/4039021750_e1efe9d9cc.jpg" alt="Museo del Metaverso  - uqbar. media art culture " width="546" height="319" /></a></p>
<p>Though slightly more commercial then I like to see at Burning Life, this exhibit allows you to search for  anything, and then within seconds Flickr photos of whatever you searched for will surround you!</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DOpal/219/20/24">http://slurl.com/secondlife/Burning%20Life%2DOpal/219/20/24</a></li>
<li>
<h4><strong>42 &#8211; <strong>Raven Haalan and Isle Lunasea </strong></strong></h4>
<p><a title="42 - Raven Haalan and Isle Lunasea  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039020116/"><img src="http://farm3.static.flickr.com/2767/4039020116_9fde9b7e98.jpg" alt="42 - Raven Haalan and Isle Lunasea " width="542" height="313" /></a></p>
<p>This intriguing and immersive exhibit is not for those afraid of heights!  Begin the maze of climbing, as the pieces light up beneath you.  As you make your travels to the top, the creators offer words of wisdom and gifts of fire.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DDenio/129/175/24">http://slurl.com/secondlife/Burning%20Life%2DDenio/129/175/24</a></li>
<li>
<h4><strong>Straight Outta Compton</strong> &#8211; <strong>Anonymous Sorbet</strong></h4>
<p><a title="Straight Outta Compton - Anonymous Sorbet by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039019700/"><img src="http://farm3.static.flickr.com/2711/4039019700_636e1719c2.jpg" alt="Straight Outta Compton - Anonymous Sorbet" width="542" height="309" /></a></p>
<p>This abstract installation reminds me of a whimsical fairytale.  Designed by an up and coming content creator it is beautifully sculpted.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DSelenite/146/21/24">http://slurl.com/secondlife/Burning%20Life%2DSelenite/146/21/24</a></li>
<li>
<h4><strong>Light, Space &amp; Aliens</strong> – <strong>Unknown </strong></h4>
<p><a title=" Light, Space &amp; Aliens – Unknown    by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038274517/"><img src="http://farm3.static.flickr.com/2627/4038274517_ce152b69ec.jpg" alt=" Light, Space &amp; Aliens – Unknown   " width="541" height="310" /></a></p>
<p>Take a break and enjoy the beautiful night sky above the playa and be mesmerized by the glow of the “rare species of SkyWorm”  dancing through the air.  Visit a forgotten cave, and check out a solar system like enviroment, (among other things) at this captivating exhibit of lights.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DLimbo/166/30/33">http://slurl.com/secondlife/Burning%20Life%2DLimbo/166/30/33</a></li>
<li>
<h4><strong>Rezzed.TV at Burning Life</strong> &#8211; <strong>Itazura Radio </strong></h4>
<p><a title=" Rezzed.TV at Burning Life - Itazura Radio  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039022802/"><img src="http://farm3.static.flickr.com/2600/4039022802_a080c6e995.jpg" alt=" Rezzed.TV at Burning Life - Itazura Radio " width="542" height="313" /></a></p>
<p>This exhibit is not just a great build, but also home to some of the best programing in Second Life.  With lots of events and tapings going on here through out the week, stay tuned to the <a href="http://twitter.com/RezzedTV" target="_blank">Rezzed.TV Twitter feed</a> to see your favorites live at Burning Life.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DLeadville/118/195/24">http://slurl.com/secondlife/Burning%20Life%2DLeadville/118/195/24</a></li>
<li>
<h4><strong>The Cambrian Explosion &#8211; Sledge Roffo</strong></h4>
<p><a title=" The Cambrian Explosion - Sledge Roffo by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038277239/"><img src="http://farm3.static.flickr.com/2485/4038277239_f8f9de84bb.jpg" alt=" The Cambrian Explosion - Sledge Roffo" width="545" height="306" /></a></p>
<p>The creator describes the Cambrian Explosion as “the seemingly rapid appearance of most major groups of complex animals around 530 million years ago, as evidenced by the fossil record.”  This is one spectacular and colorful explosion you must see first hand.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%Double%20Hot/74/86/26">http://slurl.com/secondlife/Burning%20Life%Double%20Hot/74/86/26</a></li>
<li>
<h4><strong>Gulliver&#8217;s Travel Scene &#8211; <strong>Ub Yifu and Copan Falta </strong></strong></h4>
<p><a title=" Gulliver's Travel Scene - Ub Yifu and Copan Falta  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038276813/"><img src="http://farm3.static.flickr.com/2688/4038276813_4fd369a57b.jpg" alt=" Gulliver's Travel Scene - Ub Yifu and Copan Falta " width="543" height="308" /></a></p>
<p>This amazing recreation of a Gulliver’s Travel scene is extraordinary.  Not only can you walk into and explore the oversized installation, there are also multiple pose balls placed around for you to become part the the exhibit itself.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%3%20mile/234/122/26">http://slurl.com/secondlife/Burning%20Life%3%20mile/234/122/26</a></li>
<li>
<h4><strong>Burning Life Watchtower Camp &#8211; <strong>Cya, Lavia Dufaux, DeionPT Saunders </strong></strong></h4>
<p><a title="Burning Life Watchtower Camp - Cya, Lavia Dufaux, DeionPT Saunders  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038272591/"><img src="http://farm3.static.flickr.com/2577/4038272591_bb0a560064.jpg" alt="Burning Life Watchtower Camp - Cya, Lavia Dufaux, DeionPT Saunders " width="540" height="316" /></a></p>
<p>This fun and comical exhibit features little scenes such as &#8220;BL-Evolution,&#8221; &#8220;Apple Accident,&#8221; and &#8220;Surfing Squirrel.”  As if those weren’t enough the installation also features a watchtower with a working (and fast!) lift to the top so you can enjoy the view over the Playa.  It also has swings for you to enjoy in the sky as well.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DNightingale/137/148/24">http://slurl.com/secondlife/Burning%20Life%2DNightingale/137/148/24</a></li>
<li>
<h4><strong>Soul Evolution &#8211; Liz Gealach </strong></h4>
<p><a title="Soul Evolution - Liz Gealach   by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039021298/"><img src="http://farm3.static.flickr.com/2701/4039021298_d330797e49.jpg" alt="Soul Evolution - Liz Gealach  " width="542" height="325" /></a></p>
<p>Creator Liz Gealach says, “Life is a journey of learning.  What we learn in this lifetime will help our soul evolve.  In the brief in between moments before we begin a new life journey what do we have a chance to reflect on and learn. “   With her celestial installation she calls you to come, learn, reflect,  and explore what your soul is here to learn in this life.  The exhibit also features some fantastic quotes from great thought leaders throughout history.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DRabbithole/249/159/24">http://slurl.com/secondlife/Burning%20Life%2DRabbithole/249/159/24</a></li>
<li>
<h4><strong>Eridu Society Airship Outpost</strong> &#8211; <strong>Unknown</strong></h4>
<p><a title=" Eridu Society Airship Outpost  - Unknown by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039021914/"><img src="http://farm3.static.flickr.com/2583/4039021914_e289ee9bcb.jpg" alt=" Eridu Society Airship Outpost  - Unknown" width="540" height="317" /></a></p>
<p>Described as a place for airship pilots to rest up, get refreshed, and re-supply on their adventures and expeditions.  With a quite little cafe and a looking tower, this installation brings a steampunk feel to the playa.  Don’t forget to check out the brand new Steampunk Pro’s on display there.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DLeadville/183/155/24">http://slurl.com/secondlife/Burning%20Life%2DLeadville/183/155/24</a></li>
<li>
<h4><strong>Evolution of A Single Heart &#8211; Dagmar &amp; TRMac Kohime</strong></h4>
<p><a title=" Evolution of A Single Heart - Dagmar &amp; TRMac Kohime  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038272143/"><img src="http://farm3.static.flickr.com/2451/4038272143_f6edd4cae4.jpg" alt=" Evolution of A Single Heart - Dagmar &amp; TRMac Kohime " width="547" height="341" /></a></p>
<p>This exhibit features several artistic representations of the stages of evolution of a single heart, beginning at birth.  Very creative and expressively articulate.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DSulphur/21/84/24">http://slurl.com/secondlife/Burning%20Life%2DSulphur/21/84/24</a></li>
<li>
<h4><strong>Roswell Revisited &#8211; <strong>Unknown </strong></strong></h4>
<p><a title=" Roswell Revisited - Unknown  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4038274313/"><img src="http://farm4.static.flickr.com/3479/4038274313_d7d2b74bb4.jpg" alt=" Roswell Revisited - Unknown " width="544" height="310" /></a></p>
<p>The creator sets the scene for this installation by saying, “A ship has crashed in the desert. As we look inside we find not aliens, but humans, growing in pods. A &#8220;man&#8221; stumbles from the wreckage, pleading for help. This is our future, the TRUTH of Roswell. And it will all be covered up&#8230; “  This curious installation offers an antithesis look to what you might have expected.    Well crafted and textured.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DElko/14/16/24">http://slurl.com/secondlife/Burning%20Life%2DElko/14/16/24</a></li>
<li>
<h4><strong>..Out of the Box Not Allowed? &#8211; <strong>Cienega Soon</strong></strong></h4>
<p><a title=" ..Out of the Box Not Allowed? - Cienega Soon  by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/4039017634/"><img src="http://farm4.static.flickr.com/3650/4039017634_c64fd764fa.jpg" alt=" ..Out of the Box Not Allowed? - Cienega Soon " width="541" height="330" /></a></p>
<p>Creator Cienega Soon calls for Revolution with this exhibit which instructing visitors to get out of their boxes and create, change, and revolt.</p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DZero%20Mile/149/110/24">http://slurl.com/secondlife/Burning%20Life%2DZero%20Mile/149/110/24</a></li>
</ol>
<p><span style="font-size: small;"> More of my photos of these exhibits and more can be viewed </span><a href="http://www.flickr.com/photos/giannaborgnine/sets/72157622525409213/" target="_blank"><span style="font-size: small;">here</span></a><span style="font-size: small;">.</span></p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DBlack%20Rock/251/13/24"></a></p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DRabbithole/75/163/24"></a></p>
<p><a href="http://slurl.com/secondlife/Burning%20Life%2DLeadville/183/155/24"></a></p>
<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/the-sl7b-exhibits-you-dont-want-to-miss" rel="bookmark" class="crp_title">The SL7B Exhibits You Don&rsquo;t Want to Miss</a></li><li><a href="http://changingworldsbuildingdreams.com/valentines-day-pack" rel="bookmark" class="crp_title">Realistic Sculpted Valentine&#8217;s Day Gift Pack (for Second Life)</a></li><li><a href="http://changingworldsbuildingdreams.com/total-bliss-garden-party" rel="bookmark" class="crp_title">Total Bliss Virtual Garden Party in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/how-i-met-yoko-ono-in-second-life" rel="bookmark" class="crp_title">How I Met Yoko Ono in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/giannas-second-life-event-picks-18-112" rel="bookmark" class="crp_title">Gianna&#8217;s Second Life Event Picks 1/8-1/12</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=415&type=feed" alt="" />]]></content:encoded>
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		<title>Virtual Bill Gates in PC vs Mac Machinima</title>
		<link>http://changingworldsbuildingdreams.com/virtual-bill-gates-in-pc-vs-mac-machinima</link>
		<comments>http://changingworldsbuildingdreams.com/virtual-bill-gates-in-pc-vs-mac-machinima#comments</comments>
		<pubDate>Fri, 09 Oct 2009 08:27:54 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[Apple Store]]></category>
		<category><![CDATA[Bernhard Drax]]></category>
		<category><![CDATA[Bill Gates]]></category>
		<category><![CDATA[Draxtor Despres]]></category>
		<category><![CDATA[Genius Bar]]></category>
		<category><![CDATA[gianna borgnine]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[recreation]]></category>
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		<category><![CDATA[Sand Castle Studios]]></category>
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		<category><![CDATA[Windows]]></category>

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		<description><![CDATA[A virtual Bill Gates recently made an appearance in a machinima (video) filmed within the virtual worlds of Second Life to set the record straight about PCs Vs. Macs.  ]]></description>
			<content:encoded><![CDATA[<p><a title="Virtual Bill Gates by Gianna Borgnine, on Flickr" href="http://www.flickr.com/photos/giannaborgnine/3995153392/"><img title="Bill Gates in a virtual recreation of the Apple Store Genius Bar" src="http://farm3.static.flickr.com/2586/3995153392_92f39f4247.jpg" alt="Virtual Bill Gates" width="565" height="359" /></a></p>
<p>I was recently approached about an upcoming project that would require our team here at <a href="http://changingworldsbuildingdreams.com/" target="_blank">Sand Castle Studios</a> to create some custom content within the virtual world of <a href="http://secondlife.com/" target="_blank">Second Life</a>.  While I can’t talk about the project itself yet, I can share with you a machinima by award winning machinimagrapher and long time Mac lover <a href="http://www.bernharddrax.com">Bernhard Drax</a> (aka Draxtor Despres in SL) that previews the mockup we put together including virtual Bill Gates who calls out Draxtor for secretly using Windows!</p>
<p>Special thanks to Second Life residents and friends Beyers Sellers, Bevan Whitfield, Anonymous Sorbet, Ze Moo, Java Moonwall, Chantal Harvey, Annabelle Fleury,  Shava Shuntzu, Cyclic Gearz, Tuna Oddfellow, Wilson Voight, Delphina Audina, Arywn Quandry, and Apatia Hammerer who played the office workers.</p>
<p>Pictures of the filming and sets can be seen <a href="http://www.flickr.com/photos/giannaborgnine/sets/72157622547441804/" target="_blank">here</a>.</p>
<p>For more behind the scenes fun, check out <a href="http://www.youtube.com/watch?v=Rw7f6nP_Srk" target="_blank">The Office Party</a>, a spoof filmed by Chantal Harvey after the shoot was over.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Uo1GprfboGw&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1&amp;border=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="570" height="350" src="http://www.youtube.com/v/Uo1GprfboGw&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1&amp;border=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Second Life 2.0: Tom Hale Presents the New Second Life Viewer, Website, and Interactive Web Media at SLCC</title>
		<link>http://changingworldsbuildingdreams.com/second-life-2-0-tom-hale-presents-the-new-second-life-viewer-website-and-interactive-web-media-at-slcc</link>
		<comments>http://changingworldsbuildingdreams.com/second-life-2-0-tom-hale-presents-the-new-second-life-viewer-website-and-interactive-web-media-at-slcc#comments</comments>
		<pubDate>Wed, 19 Aug 2009 15:20:37 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[Second Life 2.0]]></category>
		<category><![CDATA[SLCC09]]></category>
		<category><![CDATA[tom hale]]></category>
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		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=318</guid>
		<description><![CDATA[The biggest news coming out of the Second Life Community Convention this year was a tour of Second Life 2.0 including a new SL viewer and website.]]></description>
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<a href="http://www.flickr.com/photos/rolandlegrand/3826715109/" title="photo sharing"><img src="http://farm4.static.flickr.com/3527/3826715109_5eef8b5050.jpg" style="border:solid 2px #000000;" alt="" /></a><br />
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<p>The biggest news coming out of the Second Life Community Convention this year was delivered by Linden Lab Chief Product Officer Tom Hale, aka T. Linden, who announced a dramatic user experience roadmap and gave a tour of several of its features including a new SL viewer and website.</p>
<p>The <strong>new SL viewer</strong>, which will debut later this year, was designed with user experience in mind.  The navigation is a updated so that you can easily go &#8220;back&#8221; and forth between previous locations and easily use SLURLs as locations.  The most used features of the viewer are clustered into a single drawer that opens to a right hand panel and then can be shut when you are not using it, in order to unclutter the display. It promises “no more panel proliferation”.   </p>
<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/6-7pGtebYy4&#038;hl=en&#038;fs=1&#038;rel=0&#038;border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6-7pGtebYy4&#038;hl=en&#038;fs=1&#038;rel=0&#038;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="510" height="465"></embed></object></p>
<p>Also coming by the end of this quarter is a <strong>vastly improved Second Life website</strong> with a machinima to entice visitors, an interactive keyword searchable map, and an improved XStreet SL shopping experience.  They also updated the registration process and provided new users with a PDF quick start guide.  The user dashboard is also updated as well and will eventually be your social networking homepage.   </p>
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<a href="http://www.flickr.com/photos/rolandlegrand/3827436678/" title="photo sharing"><img src="http://farm3.static.flickr.com/2590/3827436678_7fa7b77aa0.jpg" style="border:solid 2px #000000;" alt="" /></a><br />
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<a href="http://www.flickr.com/photos/rolandlegrand/3826637139/" title="photo sharing"><img src="http://farm4.static.flickr.com/3470/3826637139_c31392dfd0.jpg" style="border:solid 2px #000000;" alt="" /></a><br />
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<a href="http://www.flickr.com/photos/rolandlegrand/3826637673/" title="photo sharing"><img src="http://farm3.static.flickr.com/2654/3826637673_41950550c1.jpg" style="border:solid 2px #000000;" alt="" /></a><br />
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<a href="http://www.flickr.com/photos/rolandlegrand/3827437630/" title="photo sharing"><img src="http://farm3.static.flickr.com/2515/3827437630_eab610d491.jpg" style="border:solid 2px #000000;" alt="" /></a><br />
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<p>Another feature that was previewed was <strong>Mesh Support</strong>.  Since this is a more complicated feature, we have had our Chief Creative Officer breakdown this feature, and you can read about it <a href="http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc">here</a>.</p>
<p>Lastly, over the course of next year <strong>interactive web media files</strong> displayable in SL will be introduced. These will be in the form of collaboratively documents like being able to work on a Google Doc with other avatars, and in additional Flash-based media applications like YouTube. A <strong>&#8220;LL Media&#8221; API plug-in</strong> for media is also expected to allow for developers to create their own media plugins as well.   </p>
<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/QH4G9F6zHEw&#038;hl=en&#038;fs=1&#038;rel=0&#038;hd=1&#038;border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QH4G9F6zHEw&#038;hl=en&#038;fs=1&#038;rel=0&#038;hd=1&#038;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="510" height="405"></embed></object></p>
<p><strong>UPDATE </strong>- Tom has details on the &#8220;LL Media&#8221; API plug-in and how you can get the code up on the <a href="https://blogs.secondlife.com/community/technology/blog/2009/08/17/introducing-the-llmedia-api">official blog</a>. </p>
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		<title>Linden Lab Officially Announces Mesh Support in Second Life at SLCC</title>
		<link>http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc</link>
		<comments>http://changingworldsbuildingdreams.com/linden-lab-offically-announces-mesh-support-in-second-life-at-slcc#comments</comments>
		<pubDate>Wed, 19 Aug 2009 15:18:10 +0000</pubDate>
		<dc:creator>Gianna Borgnine</dc:creator>
				<category><![CDATA[content creation]]></category>
		<category><![CDATA[Second Life]]></category>
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		<guid isPermaLink="false">http://changingworldsbuildingdreams.com/?p=303</guid>
		<description><![CDATA[At this years Second Life Community Convention, Linden Lab Chief Product Officer Tom Hale, aka T. Linden, showed video of a polygon mesh object responding to a dynamic lighting system much more advanced then the current lighting and shadows that are available in several Beta viewers. ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=swh6gY_dEH0"><img src="http://changingworldsbuildingdreams.com/wp-content/uploads/2009/08/hale.png" alt="" /></a></p>
<p>At this years <a href="http://www.slconvention.org/">Second Life Community Convention</a>, Linden Lab Chief Product Officer Tom Hale, aka T. Linden, showed video of a polygon mesh object responding to a dynamic lighting system much more advanced then the current lighting and shadows that are available in several Beta viewers. <strong>(videos below)</strong> With the new system, light is able to be reflected off of objects to their surroundings. Both are much sought after and desired features of advanced and experienced content creators, especially those who want to make use of existing polygon meshes made in Maya and other industry standard modeling tools. Unfortunately, Hale did not give any indication on when theses features might be available.</p>
<p><em>To help us better understand these features, I have asked our co-founder and Chief Creative Officer here at Sand Castle Studios, <strong>Reed Steamroller</strong>, to tell us a little more of what this means and what we can expect.</em></p>
<p><span id="more-303"></span></p>
<p><strong>Linden Lab Offically Announces Mesh Support in Second Life</strong></p>
<p>Second Life has been in a probationary period for me since I first logged in.  On that faithful day back in October of 2006, I asked a question that has lingered with me since.  Can I bring things into Second Life from 3rd party software?  The answer I got was, of course, a big, nasty no, as this was the state of affairs of the time.  Since then, there has been one giant improvement to the situation: sculpted prims, which do, technically, allow you to import shapes from 3rd party 3D modeling software.  However, due to their limitations, sculpted prims are no final answer to that question I asked those years ago.  As it turned out, as announced at this year at the Second Life Community Convention 2009, sculpted prims are merely a taste what&#8217;s to come, and polygon mesh support is soon to arrive.</p>
<p><img src="http://changingworldsbuildingdreams.com/wp-content/uploads/2009/08/SecondLifeCubeRegularMesh.jpg" alt="Regular Mesh" /></p>
<p>Since the dawn of the new millennium, most video games have presented their virtual environments via something called a polygon, and while Second Life isn&#8217;t a game per se, it does run on game engine technology.  A polygon, in reference to computer graphics, is a simple, two-dimensional shape that can be represented by your computer in three-dimensional space.  Normally, most game engines use three-sided polygons, which you may also know by their technical terminology; “triangles.”  Although, polygons can have four sides as well.  If you guessed these four sided polygons are called “squares”, you are absolutely&#8230;. WRONG.  We call them “quads” here.  Polygons can also have more than four sides, but after that, to the world of computer graphics, they&#8217;re just referred to as “n-gons” to keep things simple.  In the end, what you need to know is that these are the tiny building blocks of everything you see in Second Life.</p>
<p>Well, you can&#8217;t do much with just a triangle, and that’s why we have polygon meshes.  A mesh is a bunch of polygons linked together.  For example, a prim cube in Second Life may look like just that, a cube.  However, if you go into wireframe mode, you would see that each face of the Second Life cube is actually made up of 18 individual triangles connected on their sides.  We call this a regular mesh, because of how the polygons are laid out nice and neat across the faces of the cube, in somewhat of a grid-like pattern.  If you look at all of the other prim shapes in wireframe, you&#8217;ll see their polygons laid out in much the same manner.  Even sculpted prims, while they can be bent and formed into a wide variety of shapes, are still made up of these very grid-like, regular meshes.</p>
<p>There are pluses and minuses to these regular polygon meshes.  Linden Lap supports these shapes because they are very conducive to a virtual world that is constantly changing, and which constantly needs to be streamed back to its residents.  It is much easier for the Second Life asset servers to define a cube as “cube” and be universally understood what is meant by this across all of the viewers, as opposed to defining the coordinates of each individual vertex along the corner of each individual polygon that makes up said cube.  From the viewpoint of a builder, however, the problem with these prims is that they are very restrictive, in that they force you into placing groups of polygons at a time, instead of defining for yourself just how these polygons will be positioned individually.</p>
<p><img src="http://changingworldsbuildingdreams.com/wp-content/uploads/2009/08/SecondLifeAvatarIrregularMesh.jpg" alt="Irregular Mesh" /></p>
<p>The guts of the question I asked back in 2006 really lay at the feet of irregular meshes.  You can think of an irregular mesh as a polygon mesh in which the polygons are NOT laid out in neat or predictable pattern.  These meshes are dependent only on the wishes of their creator, and are not restrained by any prerequisites of form.  Irregular meshes give the creator access to manipulate the polygons themselves, instead of being limited to manipulating groups of polygons aligned in regular meshes.  What is important to know is that allowing user-created, irregular, polygon meshes on the grid will give builders a higher level of freedom in not only what they build, but just how they build it.</p>
<p>You may be surprised to find that Second Life already uses irregular meshes, it’s just that we, the people, haven&#8217;t been given the ability to create any of our own.  The most visible example of this is the Second Life avatar, an irregular polygon mesh created by Linden Lab to be especially good at deforming to the users will into all the different styles seen in Second Life.</p>
<p>If you&#8217;ve never been taught, or learned on your own, the correct way to model 3D objects out of polygons, you&#8217;ve got some work to do.  Characteristics such as edge flow and poly count can make or break a polygonal mesh, and it takes time to get a handle on things.  As with most disciplines, be prepared to make a lot of crap before anything worth showing to people.</p>
<p>Those of you out there with experience in making sculpted prims will be ahead of the curve, in that you won&#8217;t have to learn a new user interface.  Chances are the software you already use for creating sculpted prims (be it Blender, Zbrush, 3D Studio Max, Maya, etc&#8230;) is primarily geared towards modeling irregular polygon meshes, and that sculpted prim functionality was added by some friendly Second Life resident as an afterthought.  Really, the only place I&#8217;ve found that makes a distinction between regular and irregular meshes is Second Life.</p>
<p>Also demonstrated at SLCC was a new feature in the Second Life client that Linden Lab is referring to as diffuse, or reflective lighting.  This seems to be a new lighting scheme allowing whats called indirect lighting.  To visualize indirect lighting, think about when the sun shines through your window and hits the floor.  The sunlight doesn&#8217;t just illuminate the parts of your floor that it hits directly, but instead bounces off the floor and illuminates the entire room as well.  This is indirect illumination, and normally it is a VERY resource hungry, ray-trace intensive process.  I imagine Linden Lab has figured out some sort of work around with regards to ray-tracing this effect, in order to keep frame rates up, but you really can&#8217;t tell from the results.  This looks SPECTACULAR!</p>
<p>All in all, we have a ton of things to look forward to in the coming months.  Kudos to Linden Lab for all of their efforts.  Second Life 2.0 can&#8217;t get here soon enough!</p>
<p><strong>Hale&#8217;s Presentation with Sound</strong><br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="405" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/TAHVRhdhDeE&amp;hl=en&amp;fs=1&amp;border=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="500" height="405" src="http://www.youtube.com/v/TAHVRhdhDeE&amp;hl=en&amp;fs=1&amp;border=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Up close view</strong><br />
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<div id="crp_related"><h2>Related Posts:</h2><ul><li><a href="http://changingworldsbuildingdreams.com/mesh-imports-in-second-life-for-maya-users" rel="bookmark" class="crp_title">Mesh Imports in Second Life (for Maya Users)</a></li><li><a href="http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life" rel="bookmark" class="crp_title">The Status of Mesh Support in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/the-future-of-mesh-key-points-from-slccs-mesh-panel" rel="bookmark" class="crp_title">The Future of Mesh: Key Points from SLCC&#8217;s Mesh Panel</a></li><li><a href="http://changingworldsbuildingdreams.com/breaking-down-rigged-polygon-mesh-objects-in-second-life" rel="bookmark" class="crp_title">Breaking Down Rigged, Polygon Mesh Objects in Second Life</a></li><li><a href="http://changingworldsbuildingdreams.com/slcc-2011-wrap-up" rel="bookmark" class="crp_title">SLCC 2011 Wrap-Up</a></li><li>Powered by <a href="http://ajaydsouza.com/wordpress/plugins/contextual-related-posts/">Contextual Related Posts</a></li></ul></div><img src="http://changingworldsbuildingdreams.com/?ak_action=api_record_view&id=303&type=feed" alt="" />]]></content:encoded>
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