Recorded live in High Fidelity. Scoble's avatar is eerily lifelike -- here's how they created it. Discuss below!
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Classic New World Notes stories:
Sander's Villa: The Man Who Gave His Father A Second Life (2011)
What Rebecca Learned By Being A Second Life Man (2010)
All About My Avatar: The story behind amazing strange avatars (2007)
Fighting the Front: When fascists open an HQ in Second Life, chaos and exploding pigs ensue (2007)
Copying a Controversy: Copyright concerns come to the Metaverse via... the CopyBot! (2006)
The Penguin & the Zookeeper: Just another unlikely friendship formed in The Metaverse (2006)
Guarding Darfur: Virtual super heroes rally to protect a real world activist site (2006)
The Skin You're In: How virtual world avatar options expose real world racism (2006)
Making Love: When virtual sex gets real (2005)
Watching the Detectives: How to honeytrap a cheater in the Metaverse (2005)
Man on Man and Woman on Woman: Just another gender-bending avatar love story, with a twist (2005)
War of the Jessie Wall: Battle over virtual borders -- and real war in Iraq (2003)
Home for the Homeless: Creating a virtual mansion despite the most challenging circumstances (2003)
So - HiFi is for past prime red shirts. Thanks for the warning.
(unless the scobe is up the duff of course)
Posted by: sirhc deSantis | Friday, June 09, 2017 at 09:10 PM
"Eerily lifelike" is right. Uncanny valley much? I know it's still early days, as Philip himself mentioned—and to be fair, there is a lot about this that's pretty amazing—but if they're not careful in how they promote their platform to a wider audience, High Fidelity could wind up with a reputation as unflattering—and as long-lasting—as the one that's dogged Second Life for years.
Think, for example, of how great Second Life can look these days (on a good computer) compared to what it was way back when. And yet... so few people seem willing to give it another chance, despite all the improvements (visual and otherwise), and the mainstream media attention that it still occasionally manages to get usually does little to correct those dated assumptions, too often using old screenshots that don't accurately represent the present-day SL experience. First impressions are remarkably hard to shake, even for those whose job it is to know better.
In my opinion, this might actually turn out to be one of the biggest challenges for the VR movement as a whole. It's dangerously easy for the people who are already "in it" to nerd out and get carried away by how cool they think it all is, the "look at how far we've come" and "imagine the potential," while ignoring (as in this video) how off-putting it might be to someone else; for the uninitiated—the people on the outside, without a headset, looking in—they may just see it for what it is right now and judge accordingly.
TLDR? I can't help feeling that the harder VR developers try to be "realistic" without *quite* getting there, the more they'll creep out and turn off potential users, possibly for a long time to come.
Posted by: Erik Mondrian | Sunday, June 11, 2017 at 12:08 AM