Tuesday, May 06, 2014

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Why SLers Need to Be a Part of the VR Conversation, Now More Than Ever - SVVR's Karl Krantz Makes His Case

Silicon Valley Virtual Reality

While I'm excited by the possibilities of Oculus Rift to transform Second Life (or even become Second Life's successor), many SLers sort of shrug at the technology, or after Facebook's involvement, look on it with trepidation. Why should SLers in general care about VR? I asked Silicon Valley Virtual Expo conference organizer Karl Krantz to make his case:

"One of the positive things about the recent Facebook acquisition of Oculus," argues Karl, "is that it elevates the conversation around virtual reality. Instead of just talking about building higher resolution HMDs for first-person shooters, people are now very concerned with how we will handle issues like identity, privacy, governance, and interoperability in a VR metaverse. These are areas where Second Life (and OpenSim) have been exploring for a good decade now. Part of the backlash about the Facebook news has been because people imagine the Facebook approach to identity, privacy, and advertising being applied to a global VR virtual world, and it terrifies them.

"This presents us with a perfect opportunity to start bringing these worlds together for some serious conversations:

"We are trying to bring together many different worlds with the SVVR Conference & Expo. Consumer virtual reality needs a home outside of the gaming world where it is currently entrenched. Don’t get me wrong, VR games are a lot of fun, but the opportunities presented by VR are much bigger than just more immersive gaming. There is cinematic VR, virtual tourism, intuitive 3D modeling, applications in health and wellness, the many applications that haven’t even been conceived of yet, and of course open-ended social virtual worlds like Second Life.

"As a long-time Second Life resident who is in the middle of this new VR community, I am constantly reminding people than many of these seemingly 'new' ideas have been explored and refined for years in Second Life. I hope that the VR community can learn from the long established virtual worlds like Second Life, and that the Second Life and OpenSim communities can learn from the rapid innovation and experimentation happening in VR right now."

Karl, by the way, uses Second Life under the avatar Karl Alexandria, though he's more often in High Fidelity, just as "Karl". And of course, he'll be there in person running SVVR later this month.

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James OReilly

‪#‎SecondLife‬ does not even list Windows 8 / 8.1 as supported - Low Fidelity Linden Lab is actually a Dunce Company and not a World-class company

So why should adding Tool-on-Tool make a Use Case?


I wonder when you bring these worlds together, who is going to do the talking for Second Life?

Linden Lab can talk about finances and mechanics but they don't know jack about some "world" thingy.

That leaves us with the same old tired blind and deaf egocentric community experts.

Pick me. I'll say anything you need. I just wanna be in the pictures.

Vanadis Falconer

is yet another example of how the computer world is built based on men's terms. According to researchers, women become seasick by Oculus rift. In Europe and in Sweden in particular is most SL users women who will be foreclosed. Should Oculus Rift implemented in Second Life must be done as a supplement in most other games where you either can use game console or keyboard and mouse.
As for Facebook's interference so is Facebook's regulatory framework as it stands today is incompatible with Second Life. Facebook does not accept anonymous users, which is the basic idea of ​​Second Life. The sight of female nipples is something that upsets Facebook's morality police. Which is quite common in Second Life. This clears a major part of the puerile men also from Second Life.

Hamlet Au

"According to researchers, women become seasick by Oculus rift."

Far as I know, that's not accurate. You're probably referring to danah boyd's research, which is based on her work in VR in 2000. She thinks it's *possible* this may be true about VR platforms like the Rift, but is only calling for more research:


I definitely hope this is discussed at SVVR.

James OReilly

Meanwhile, Linden Lab may have updated its Requirements Website to Windows 8 / 8.1, but Linden Lab still proves to remain a Dunce Company without World-Class Quality. 30 days after XP support has ceased, LL still has not updated its websites to Windows 8 / 8.1. The Viewer download website still carries Windows XP, and does not support Windows 8 / 8.1

How long does Linden Lab want to handle their Customers like Underdogs and Spare Parts, this has been going on for years!

Dartagan Shepherd

I think you and Karl may misunderstand some of the mentality. I spoke against Oculus Rift in your other post, but it wasn't meant as anti-metaverse by any means ... I'm still waiting for that metaverse.

You also can't blindly advocate what you know are going to be over-hyped bits about the technology. These are talking and selling points. You know the hype cycle is coming and that it will be an overstatement of what is essentially a non-essential technology in many industries and applications.

What I do know from LL and SL is that virtual worlds in walled gardens is not the metaverse and will never live up to the potential of the metaverse. For that concept to work it has to be an open system not held back by the business plans of the company that holds the lions share of the market.

LL wasn't far off when they originally breathed "the Apache of virtual worlds". Walled gardens don't produce that kind of system, even when they attempt an "open source" approach.

Zuckerberg let slip that he was after virtual goods sales, along with some other things. And that's great ... more opportunities for content creators (and more potential to exploit those creators in unethical ways like LL does by skirting consumer protection and contracts with fake money and nightmarish ToS's).

I've already dabbled with Oculus Rift in game development. It has good and bad points. The technology obviously isn't quite there yet.

If anything metaverse related looks seriously viable, I'm there (No, not Rosedales idiotic vision of running lag free virtual worlds by leeching peoples cell phone bandwidth, he botched it the first time, he'll botch it the second time. Rosedale is the original Wackadoodle).

Don't confuse skepticism based on experience with fear of Facebook or new tech. Many of us are waiting to jump on a better Metaverse and ask why it had to take so long.

Perhaps Facebook will give the metaverse new life. Zuckerberg stated he doesn't care about the hardware, he wants to build out product around it.

It's possible it will get us closer to a metaverse, provide more opportunity for content creators and give new life to what SL could have been.

All I'm saying is that round 2 of the metaverse needs to live up to its claims.

I'm on Facebook, I'm dabbling with Oculus Rift. I'm not afraid of these things. I'm seeing opportunity for Facebook and some sectors aside from game dev. I'm not seeing a Facebook metaverse spring magically from hardware and virtual goods sold on Facebook yet, although I'll certainly be glad to take their money if they're going to be providing marketplaces and dev opportunity for full blown 3D worlds.


Until a "Real" Porno company picks up, the meta verse will be always a niche, period.
As all in internet, no matter how the hypocrites think of, sex is the main engine behind innovation and mass use and Facebook is no exception.

Shockwave yareach

There have been and always will be, two schools of thought relating to online anything -- escapism and augmentism.

The escapists say that what's in a game isn't real and so who you are in reality should not matter. They want their virtual lives to be seperate from real lives. And for some things like playing games or other recreation, that's fine.

The augmentists insist that you are still you behind the keyboard and that you should be responsible for your actions online just as you would be in person. And for some things like conducting business, that too is fine.

The problem doesn't appear until people from one camp interact with people from the other camp. Both sides expect certain behavior but get the opposite, and get upset that their real cash/feelings/business weren't considered as real by their associates. This is a problem not limited to SL -- you can find players who disregard others as not really people in RL too.

The problem of trust in VR is no different than RL. If you blindly give property to someone you don't know then you weren't too bright there. You have to get to know those in your community, be it real or VR, before you know who can be trusted and who can't. Trying to make VR a perfect place isn't possible so long as people use it. Interacting with people in VR is the same as in RL -- not every is your bestest buddy.

Metacam Oh

Build it, and they will come.

Pussycat Catnap

This article is less of a breakdown of why we need to be involved, and more of a noting that we're already forgotten by the next generation of VR's.

Ciaran Laval

Facebook approach to privacy and advertising would be applied to a Facebook VR world. The same would be true of many other companies, they don't want to build a VR internet, they want to corner the market.

Oculus and Facebook is not a good fit. However there will be some traction from it, which may mean a better fit arrives eventually.

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