Image by Susanne Drechsler
Since the flat avatars of Project Mesh Revolution have provoked quite a lot of buzz -- but also, a fair amount of anger from SLers who were expecting a standard mesh body -- here's an apropos excerpt from Making a Metaverse That Matters.
While many people in the virtual world industry buy the myth that ultra-realistic human avatars should be the end goal, my reporting about what they did to Second Life suggests otherwise. Here's the excerpt:
Myth: Photo-realistic human avatars and world graphics are the Metaverse’s end goal
This is a favorite myth among metaverse advocates who consult or work for companies producing 3D graphics cards, 3D development software, and 3D engines.
There is actually no proven relationship whatsoever between the popularity of a metaverse platform and photo-realistic graphics. Despite this, a wealth of metaverse startups and platforms frequently announce new plans to roll out ever more realistic environmental graphics, and ever more eerily human-like avatars.
The very most popular platforms, Minecraft and Roblox, are intentionally low-fi, immersive through their physics and responsiveness. Their whimsical avatars are similarly abstract.
Why this is likely relates to their core user base: People in their teens and pre-teens, who are often still uncomfortable and unsure about their own real life identity and appearance. This seems even more acute for teen girls and young women, still negotiating the social expectations and judgements around their real life presentation; presenting them with a lifelike avatar to customize is effectively asking them to take even more social expectations and judgements.
We also have something of an opposite proof point.
At launch, Second Life avatars were human by default but not realistic. The internal prim creation tools encouraged the construction of avatar attachments (robot helmets, furry tails, etc.), which led to a wide variety of avatar types and environments to explore.
The arrival of mesh in Second Life in 2010 -- high resolution 3D files created in offline software and then uploaded into the virtual world -- greatly changed this dynamic:
Is the Second Life Controversy Over Gen AI Mainly About SL Images That No Longer Look Like Second Life -- Not Over AI Per Se? (Comments of the Week)
Since writing about Primfeed's survey on whether AI-enhanced images should be allowed on the social media site, the vote continues to lean heavily on No.
One challenge, however, is that "AI" is still broadly or loosely defined. As SL creator Jennifer Fluffington comments:
Fair question! One possible answer is implied in a comment from Kate Nova -- when an avatar image no longer looks like the avatar themselves does in Second Life:
Continue reading "Is the Second Life Controversy Over Gen AI Mainly About SL Images That No Longer Look Like Second Life -- Not Over AI Per Se? (Comments of the Week)" »
Posted on Monday, April 07, 2025 at 03:40 PM in AI, Comment of the Week, Social Structures, Social Upheaval | Permalink | Comments (3)
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