Quantcast

The Virtually Live Events Project

This is a guest post from Surreal Numbers on how the Openlife grid has played host to numerous musical events. It’s one of many examples of how OpenSim and related grids are continuing to grow in popularity and maturity.

Thanks to Shai Khalifa for the heads-up on the project initially, and for a historical take on Openlife you can also view our original 2008 profile of the Openlife grid here.

==========

I’d like to thank Lowell Cremorne and The Metaverse Journal for taking an interest in the Virtually Live Events Project and publishing this article.

Purpose and Initiation

User-created virtual reality is the most flexible and powerful tool for sharing information and imagination. Upon entering a space made with 3D modelling primitives and scripts, a visitor can take a journey far richer than that offered by other sharing technologies including blogs, photographs, and audio-video streams. At the same time, community development using virtual reality can have a significantly different life-cycle as compared to the use of other social media.

Social development and technical capabilities are closely entwined in virtual worlds. For example, without a functioning script engine, reliable login servers, and robust sim physics, it is not reasonable to plan and host events. By late-2009, The Openlife Grid had reached levels of stability, scalability, and security appropriate for hosting events reliably. The Virtually Live Events Project (VLE) was started on 05 September 2009 with a solicitation for an “International Live Music Events Developer” committed to consistency, innovation, excellence, and sustainability. Goals were set for number of monthly events, expected audience size, an international distribution of performers representing all continents, and integration with the grid’s business community. The quantity and quality of the responses were overwhelming. They were invariably professional and, most strikingly, reflected a strong spirit of generosity.

The solicitation was focused on finding a single person capable of initiating and maintaining the project so I had not anticipated that the majority of feedback suggested that I form a project team and manage it. As I came to learn, a team was easily justified by the extensive list of tasks that needed to be addressed. But I was reluctant to manage. I’m a mathematical scientist, not a musician, and I felt unqualified to understand music event hosting much less how to build a sustainable arts program.

Eventually, I recognized two things. First, I have a strong interest in hearing music from everywhere. My father had been a Grammy-nominated recording engineer for RCA Records and worked with outstanding musicians and singers from around the world. In addition, I’m a product of the South Bronx, which has a rich fusion of multinational music that simply will not allow one’s body and mind to sit still. Second, professionally, I have a lot of experience planning and hosting conferences as well as managing international research project teams. It seems to be an odd combination of characteristics on which to base the decision to manage but now, a year and a half into VLE, they seem even more applicable.

Challenges and Team

The challenges for the project are to:
1. host music events consistently;
2. innovate to keep performances and venues fresh;
3. work towards a standard of excellence; and
4. sustain and grow the project into the future.

To meet these challenges the team, which has evolved over eighteen months, was initially Debbie Trilling, Adec Alexandria, Shai Khalifa, Digital Dreambuilder (Digi), Pantaiputih Korobase (Pants), and me. At present, it includes Shai, Digi, Cheops Forlife, and me as well as a consulting group with Caro Axelbrad, Grimley Graves, and Pants.

Debbie Trilling and Adec Alexandria (both UK) helped establish a strong footing for the project as well as provided me with the best possible mentoring for managing it. Debbie’s artistic work is well-known in Second Life. She sets a very high standard for quality and was always quick to point out what would not work, what would work, and why. Adec has experience hosting events, is a keen photographer with a great design sense, and an excellent builder who can quickly bring prim form to the vision in his mind’s eye. Debbie and Adec eventually resigned because of other personal and professional obligations but their influences still underpin Virtually Live Events.

Shai Khalifa (Australia) has a degree in arts management, was a professional musician, and has extensive experience managing virtual music events. She has been invaluable for vetting, contacting, and booking performers. Her role is especially challenging since she is literally the artist’s first contact with VLE and she has the professionalism to address whatever questions, comments, or observations arise. In addition, her experiences have provided sound insight into how the performance program should be structured and how it will evolve.

Digital Dreambuilder (Native of Ireland living in Finland) is innovative, a skilled builder and scripter, and an amateur musician with experience planning and hosting virtual events. He’s also professionally involved with virtual education and training, which has implications for the future of VLE. He has a well-grounded sense of setting goals, the capabilities for meeting them, insights for avoiding pitfalls, and the creativity for crafting fallback plans in the case of disaster. He’s built and animated almost all of the exceptionally detailed musical instruments used by performers on Virtually Live.

Pantaiputih Korobase (Germany) was an early member of the project team selected for his insightful nature, exceptionally big heart, people skills, and diamond in the rough building skills (nowadays, he’s well-cut and polished). His role has been recast as a consultant in order to accommodate his personal wishes.

Cheops Forlife (France) was added to the team after Debbie and Adec left. She is unfailingly cheerful, positive, and creative. Once new performers are booked, she brings them inworld and prepares their avatars for the performances. This is no small task since there are psychological, sociological, and technical factors involved. However, she is exceptionally well-suited to the effort given her training in psychology and professional background managing non-profit programs.

Caro Axelbrad (Spain) and Grimley Graves (US) serve as consultants to VLE. Caro custom builds skins, shapes, hair, and clothing for the performers when needed. Both she and Grims have been longtime supporters of the project and, along with Pants, share their creative ideas for helping VLE grow and evolve over time.

I help the team meet the project challenges. I especially enjoy designing and building our default and themed venues.

Although not a member of the project team or consulting group, Logger Sewell deserves recognition for donating the stream used by Virtually Live. His action was an early example of the generosity the project enjoys.

Performances and Venues

VLE performances and venues have been well-documented on the project blog as well as Twitter where performers are announced and event photos are posted. Over the last eighteen months, VLE has held themed events (seasonal parties, wear your green dots, pool, beach, and valentine’s aftermath, among others) and rebuilt the project region, Virtually Live, many times to accommodate the themes as well as new concepts for the entire venue.

Performers have responded enthusiastically. It is really important to the VLE team that the performers have the best possible experience whenever they visit Openlife and this is reflected in their feedback both to the team and the event guests. Time and again, performers have commented on how much they enjoyed the entire process of coming inworld and performing. While musicians and singers had previously crossed from one grid to another to perform, the VLE project broke new ground by establishing an innovative mentoring model to make their transition to Openlife simple and fun. One broad reaching effect of the VLE model is that it has provided a methodology that performers use to explore the potential of other virtual worlds, which increases their reach and audience base.

The performers, moreover, invariably notice both the unusual artistic venues on Virtually Live and the chatty appreciative crowds that attend. The Virtually Live region is devoted exclusively to the arts and the builds are among the most distinctive and beautiful performance venues in any virtual world. In turn, performers all want to come back and have spread the word to other performers throughout the metaverse, who have either already performed on Virtually Live or will be booked in the future.

The most important thing the team wanted for the audience was simply a relaxing fun time that everyone could count on happening regularly. Again, the response has been overwhelmingly posiitive and the best part of this has been the social development. Friending occurs frequently during each event and connections are made or strengthened. New residents of the grid are treated to a warm and helpful greeting in an enjoyable atmosphere, which reinforces the reputation of the community.

In addition to the many blog photos from events, Caro and Pants have each made videos of some VLE performances; a few links are:

Openlife 3rd Birthday and Halloween Party by Caro

Idella Quandry “Fields of Gold” by Caro

Yellow Pool Party by Pants

The Future

Recent updates to Openlife’s infrastructure have brought further improvements in scalability and features, which, in turn, can be used to enhance and expand the social environment of the grid. For example, for several events, VLE has made use of scene-flip, a unique to Openlife feature that, with the touch of a button, flips the entire region to an alternate scene. Having a full-sized blank region with 45,000 prims to use for a themed event has led to some beautiful scenes that required a lot of people to build. The Openlife 3rd Birthday and Halloween Party video illustrates the use of flip-scene. While the default venue remained secure in Slot 1 of Virtually Live, an entirely different scene was built for the party in Slot 2, including themed terraform and builds.

Virtually Live Events, notably, has been a valuable source of performance and stability data for Sakai Openlife, 3DX Openlife founder and owner. These data have been helpful for identifying technical problems and solutions that lead to grid improvements enjoyed by all residents.

While the emphasis to date has been on music, VLE intends to increase its scope to include theatre, art exhibitions, and arts education venues. Virtually Live Events wants to thank all performers and guests for their support over the last eighteen months and looks forward to where technical capabilities and social development take the project in the future.

UWA’s third machinima contest

Make machinima? Want to win half a million Lindens? Then read on:

MachinUWA III: Journeys (3rd UWA Machinima Challenge – 2011)
http://uwainsl.blogspot.com

We are happy to announce the 3rd Machinima Challenge put forth by the University of Western Australia (UWA). The theme is simply ‘Journeys’. We hope you are inspired by this to create many wondrous works as you have been through the years!

PRIZE POOL: $L500,000 (at least)
1st Prize $L100,000
2nd Prize $L70,000
3rd Prize $L50,000
+ L$280,000 in other prizes

WHAT: MachinimUWA III : Journeys

WHEN: Submissions are open between NOW (Feb 2011) till 1st May 2011

THEME : The theme is ‘Journeys’. What the journey is, will be left to the Machinimatographer. A journey through Second Life. A journey of self discovery. A journey within. A journey from SL too RL, or vice-versa. A journey through space, through time, a journey of hope, a journey of despair. Your own journey, or a journey by someone else seen through your eyes… or… through Second Life in 80 Days, whatever you can imagine.

MAJOR RULE: The most important rule is that the journey must either start or end at this location. Winthrop Clocktower at the UWA Main SIM. Winthrop Clocktower is the heart of UWA both in RL & SL. Apart from this, feel free to film anything, anywhere. You may use props at the location, or maybe want to change the footage later during the post process, this is up to you, as long as the clocktower is still recognized. http://slurl.com/secondlife/University%20of%20WA/109/213/25
􀀂

LENGTH: 4 – 6 minutes is recommended, but this is not a hard rule. The joint winners of MachinimUWA II were under 2 minutes and over 15 minutes respectively.

All prize winners will receive an exclusive MachinimUWA Trophy. All machinimatographers in the challenge will receive a specially designed medal of honour. Both designed by Laurina Hawks.

Shortlisted entries will be displayed on the University of Western Australia (UWA) Second Life Blog. http://uwainsl.blogspot.com

Winner will be announced by the 30th of May 2011 at a special gala function.

Method of Entry & Other Info:
* Load the Machinima anywhere, preferablly youtube or vimeo, and provide the link to Jayjay Zifanwe, White lebed and Laurina Hawks
* The length of machinima referred to above is only a suggested maximum, and will not be enforced nor cause entries to be disqualified
* Please acknowledge the lands or significant artworks and individuals you feature
* If you need to rezz (blue screen etc) on the UWA SIMS, contact Jayjay Zifanwe, White Lebed, FreeWee Ling or Laurina Hawks

Closing Date:
* Midnight 1st May 2011. Allowances on the closing date will only be provided IF the machinimatographer has contacted and explained the reason for the need for additional time prior to the closing date.

JUDGES
1. Professor Ted Snell (RL) – Director, Cultural Precinct, The University of Western Australia
2. White Lebed (SL) – Former Lead of Burning Life Art Department, Director of Special Projects @ UWA
3. Jayjay Zifanwe (SL) – Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art& Design Challenge
4. Yesikita Coppola (SL) – Official Machinimatographer for UWA 2011
5. Laurina Hawks (SL) – Reigning UWA MachinimUWA Champion
6. Raphaella Nightfire (SL) – Snr Writer Best of SL Magazine, Owner Sanctorum Gallery (SL)
7. FreeWee Ling (SL) – Curator, UWA 3D Open Art Challenge
8. LaPiscean Liberty (SL) – CEO AviewTV and UWA Media Advisor
9. Nazz Lane (SL) – Journalist and Author
10. TBA

Some Interesting Locations Across the UWA SIMS
(you’re welcome to use any part of UWA in the Machinima – this is IF you would like. No advantage will be given for having a lot of content featuring UWA locations)

The UWA Sunken Gardens (replica of RL)

The UWA 3D Open Art Challenge Galler

Area displaying the works that were shortlisted for the Grand Finale of the UWA 3D Art & Design Challeng

The Square Kilometer Array
(Biggest land based science project in the history of mankind)

UWA Visualisation Research Area

* Special thanks to Eliza Wierwight for creating the wonderful poster for this challenge

Disclosure: I have been asked, and accepted the invitation, to be a judge of this competition.

Queensland Flood Relief in Second Life

Two years ago, a number of Second Life vendors got together to raise funds for the Victorian Bushfire victims. Thanks to another bunch of dedicated people, coordinated by Brisbane-based Kat Johnston, there are a range of things you can do to raise money for the Queensland Premier’s Disaster Relief Appeal.

It’s all under the banner of Extend A Helping Hand (EAHH), and there’s two large ways to make a difference:

1. Attend some of the great events planned, including a 24-hour concert featuring Australian artists on Australia Day (26th Jan)

2. Go shopping at the EAHH Market, which has an enormous range of items you can buy, with most contributing 100% to the appeal – the lowest ratio was 75% on a handful of items. There’s some top notch fashion, house items and body shapes for starters – you can view a list of vendors here.

At time of writing nearly 1.2 million Linden Dollars had been raised – around US$4,500, with the bulk of events still to come. So if you can, jump in and check it out for yourself in-world.

If you’ve got your own fundraising activities organised, post a note about it in comments!

Virtual worlds predictions for 2011

It’s time to get out the crystal ball again. I thought I’d take a slightly different approach this year by tackling ten fairly broad themes and identifying appropriate specifics under each. I tried to cover all of the main issues though the field is so large now as to ensure any roundup like this won’t be complete.

Hopefully there’ll be a better success rate than last year. As always, would love to hear your thoughts on what you see occurring during 2011. If you’ve got your own set of predictions, either post them in the comments or provide a URL and I’ll link it at the bottom of the post.

The predictions:

1. Second Life

It’s fair to say that Linden Lab had a mixed year during 2010 with Second Life. 2011 is likely to be even more turbulent. I’m not going to fence sit on this one too much: the next 12 months will see Linden Lab finally sold to a big tech player based in the US. Whether it’s bought out or not, expect some more significant user-interface improvements but an overall decline in number of hours in-world per user. That decline will be driven primarily by diffusion as dedicated content creators, educators and long-term residents increasingly spread out to OpenSim grids, Blue Mars etc . Second Life might see an increase in concurrency, coming from the more casual / social users attracted by an easier to use interface. That seems to be Linden Lab’s strategy anyway. Oh – and legally compliant gambling will be provided in-world by Linden Lab.

2. OpenSim

The safe prediction here is ongoing growth, but beyond that it’s a pretty murky picture. Consolidation is one of the clearer trends: a handful of grid providers will probably hold some dominance, with a skew of smaller / solo grids running. Hypergrid protocols are ever-improving, but for wider-adoption the larger providers will play a key role assuming they can keep delivering good service with a growing userbase. So overall: continued growth and emergence / consolidation of larger grid provders.

3. Blue Mars

Over the past year Blue Mars has been continuing to evolve and has picked up a cohort of Second Life content creators. Assuming the funding keeps coming in, that growth is likely to continue although it’s doubtful that 2011 will see Blue Mars reach full launch and if it does, expect a slow but promising level of uptake by new users. Unless Second Life has a major stumble, Blue Mars won’t be in its league as far as content or user numbers during 2011 – 2012 may be a different story though depending on how things pan out with both camps.

4. The casual phenomenon

The casual worlds like on platforms like Facebook will continue to fragment. Numbers will continue to grow but at a much slower rate. Fatigue with the limitations will also grow as people debate the merit of these worlds versus more traditional casual games (think Bejeweled etc). Not surprisingly there will also be a lot of underperforming worlds that close – exacerbating the fatigue with the genre from more experienced users.

5. Media and societal acceptance

The coming year will see increasing focus on how we interact in virtual environments. The Microsoft Kinect is already receiving a lot of attention, and the media are likely to latch onto the theme of improving physical activity whilst highlighting the odd case of severe addiction/injury. Nothing new there really – the difference over time however is the growing acceptance that these developments need to be incorporated into society’s thinking on a range of issues. Key educators and policy-makers have known this for years but that widespread acceptance (if not understanding) is certainly taking a big step during 2011.

6. Government

The momentum with virtual worlds at the US Government level is significant, driven primarily by intertwined military and health-care needs. Beyong that 2011 seems a pretty arid zone on the government side. Although there are potential cost-savings in the longer-term, most European governments aren’t in a financial state to invest heavily in ‘cutting edge’ work. In the Asia-Pacific I’m always surprised at the lack of overt work in the area and don’t expect 2011 to be any different. On the home front, the national political scene is favourable only from the viewpoint of the National Broadband Network rolling out. Government 2.0 initiatives are at a fairly early stage and virtual environments aren’t playing any active role in that anyway at this stage.

7. Browser-based evolution

Like it or not, people want the ease of a browser-based virtual world without losing too much of the complexity. This year will see that trend continue with some good new options emerging. Using Second Life as an example, development is well underway both at Linden Lab and externally. What you definitely won’t see this year however is a browser-based experience as good as the standalone offering. That’s well over 12 months away but it is coming.

8. Gaming Worlds

2011 is actually a huge year for MMOs. The key event will be the launch of Star Wars: The Old Republic (SWTOR). We’ve been following it pretty closely and so far it’s looking like it’ll be successful. There’ll be a lot of talk about SWTOR being a World of Warcraft killer. That’s a lot of hyperbole (for 2011 at least) but expect it to pick up a very significant user base in a short time. To be more specific, by end of 2011 I’d expect subscriber numbers to be sitting between two and three million minimum.

World of Warcraft itself will see fairly steady or slightly declining numbers maintained by the recent Cataclysm expansion, with continued dominance of the market for the coming year.

9. Business

Absolute status quo: there will be no increased level of traction with business beyond some further acceptance of virtual meeting solutions. The ROI equation for business till isn’t clear enough, making adoption of virtual worlds technologies an exception to the rule. Good research (see Point 10 below) will be crucial for this to change.

10. Research and Development

The number of virtual worlds research projects will continue to increase, with a particular focus on areas such as simulation and the neuropsychological aspects of virtual reality. The simulation research will be pivotal in building solid cases for business, non-government and government adoption of the technology. In an environment where more and more human services professionals are needed in an ageing population, simulation makes huge sense and will be a key driver in the medium term.

___

So what say you? Let the debate begin.

Interview – Treet TV’s Wiz Nordberg and Texas Timtam

Treet TV are ground-breakers and Australia-based ones at that. I’ve been following them since mid-2007 (original profile here) when they were the Second Life Cable Network (SLCN), and they’ve been plugging away ever since, growing to arguably the world’s most credible and prolific virtual world TV production outfit. I say plugging away because even though they have a pretty solid track record now as innovators and quality content producers, establishing a wider profile within the Australian business sector has been a challenge.

Treet’s Mt Eliza-based founders, Gary Wisniewski (SL: Wiz Nordberg) and Grace Roberts (SL: Texas Timtam), caught up with me for a chat last weekend on everything Treet plus some broader themes. If you’ve thought about getting a team together to make your own show, read on as Treet are interested in new pitches.

Lowell: We last caught up in June 2007 when you were still SLCN TV – what are your strongest memories of those early times for you?

Wiz: Strongest memories?  Confusion. :) No, really, I suppose the strongest memory is how “new” the idea was, of using a virtual worlds platform to create true television-like content, and the reaction of people to what we were doing. It was very fresh and very new and it seemed like there were limitless possibilities.

Texas: It was very exciting then. We were learning new things everyday and it was still in the glory days of Second Life hype so everyone around us was filled with optimisim about the opportunities.

Lowell: So has that confusion abated or just changed in dynamic?

Wiz: Well the dynamic has changed a lot. It is no longer new, and a lot has been learned – I was only joking when I said confusion actually.

Lowell: On learning: if you had to list a few key learnings over the past three years, what would they be?

Wiz: It seemed obvious to us that doing virtual worlds television was the right thing to try.   I have to say it was almost the opposite of confusion, but total confidence back then. Well, one thing we learned is that people in Second Life have almost boundless energy to create, and to us it is the reason to remain committed to Second Life despite many people’s negative feelings about it right now. We also learned to divide machinima into two broad categories: documentary and story telling. Documentary is easy. Storytelling is hard. I suppose the list could go on for pages.  After three years, you learn a lot of things!

Lowell: So for those who don’t know Treet TV, can you give an executive summary of what it offers today?

Wiz: Treet TV offers the largest collection of live television broadcasts and archives made almost exclusively in Second Life, documenting the activities, sports, lives, and stories of Second Life residents and creators.

Lowell: Your work is most recognised in Second Life but do you use other platforms / grids?

Wiz: We are starting to use OpenSim and you will see a lot more OpenSim based shows in the coming year. But almost everything is still done in Second Life.

Lowell: What are the limitations of OpenSim so far when compared to what you do in Second Life?

Wiz: The limitations don’t apply to us at Treet so much as they apply to those creating and participating in the shows.   Filming in OpenSim can be done as perfectly as we do it in Second Life. The main limitations show producers face are – there are fewer people and thus less diversity to pool upon for guests, interviews, lifestyle and sports content; there are fewer vendors of products, thus less available if you want to devise your own original show content; and stability is, incredible to say, not as good as Second Life, so the production reliability is lessened. But those things are changing fast, I should add.

Texas: OpenSim-based grids are just now gaining enough momentum to have enough users that will make for interesting viewing and stories to tell.

Lowell: Second Life has copped a lot of negative press: what do you see as its strong points and do you remain confident in its longer-term viability?

Wiz: The strong point of Second Life is that it is a new kind of virtual world, based upon an empty slate, where people can do and create what they wish without any limit to their imagination.  Arguably Linden Lab invented this type of world.   I am not sure they will end up playing a major role over time, but I am certain that this kind of world will survive, grow, and probably displace many many other types of virtual spaces. I am confident in the long term viability of such worlds. Not so much of Second Life itself. But today, Second Life is the best.

Lowell: Without going too negative ourselves, what is it about Linden Lab and Second Life that makes it likely to be overtaken?

Wiz: The need for Linden Lab’s product has grown beyond their ability to service it and respond to the market. This has to do with very early decisions they made before they realised what they really had. Some of those decisions will be hard to recover from, and I’m not sure they can.

Lowell: What in your opinion were those key decisions – architecture related, community related or others?

Wiz: Most are architecture related. Essentially, they locked themselves into an architecture where it takes approximately 25% of the resources of a fairly high-end server to support a gathering place with 100 people. Imagine for example, that you required  a full Xeon server to accommodate a website which would accommodate 400 people.   You would have a huge liability. This is the reason for most of their problems, including the inability to scale, and inability to create cheap land available to more people who perceive it as having much better ROI. I am not sure any amount of “thinking outside the box” in terms of their customer service and company structure can make up for that problem.

Lowell: The thing is, as OpenSIm evolves they may avoid some of those issues but not all – are the architecture issues really that solvable in the short-term?

Wiz: OpenSim has the same liability in terms of architecture, but it has the advantage of greater ROI with reduced cost. This will cause more people to engage with it, and more people can be involved in trying to rejig the architecture to solve some of these major problems. Open source groups have proven time and time again that “if there is a will, there is a way”, and I have a lot of hope for OpenSim because I think it will soon reach a tipping point where the necessary technology people will be able to truly hunker down and start making dramatic steps forward. In the short term?  No. :) That means that those of us who are already at the limits of our patience need to be more patient still!!

Lowell: Let’s talk business for a while – I can imagine you still struggle with the credibility issue i.e. that a lot of the business / funding sector see virtual worlds work as R&D rather than ROI. Are you seeing that shift at all?

Wiz: Well, we don’t struggle with it so much at Treet. We are very committed to having a broad range of content creators producing shows. While there are surely revenue issues we now struggle with because corporate money is not flowing like it once did, this is a shared problem we all deal with. I also believe virtual worlds have been R&D all along. I think that any assumption that there was ROI was predicated by assuming a great deal of PR leverage for having “engaged in something new”. Once you remove the PR leverage, much of the ROI for many corporations didn’t hold up under scrutiny.

Lowell: So obviously without expecting explicit detail, what is Treet’s business model and strategy?

Wiz: Treet is like any other start-up gambling on the increasing trend to do something online which has never been done before. So, our business model evolves and changes over time and mostly is a model of “sustainability” at this point, mainly because there is so much R&D going on in the area we’ve chosen. I think the biggest limitation of any business model for a virtual worlds content company is the small size of the market.

Lowell: Which is a good lead-in to your shows – how many shows do you now produce?

Wiz: 12 shows are currently in production, 10 of them with weekly episodes that are aired live every Sunday and Monday. We have over 3000 archived episodes, not only of those shows, but of many shows no longer in production, or special events and features.

Lowell: What are your most successful shows, both as far as view statistics but also in regard to audience feedback?

Wiz: The three most successful shows in terms of feedback and numbers are Metanomics, Tonight Live with Paisley Beebe, and Designing Worlds….not necessarily in that order. Some shows actually have much greater consistency than those, with very loyal audiences, but haven’t achieved the high points those have. Two notables are the Best Practices in Education Series and the ISTE Eduverse series, both of which are short term productions and both achieved signifcant viewership and web buzz.

Lowell: Over your time producing such a large amount of content – have you discovered any unique trends on what works in SL as compered to more mainstream TV production? That is, have any of the shows worked really well when you thought they wouldn’t or vice versa?

Wiz: Comparing SL to mainstream TV is an interesting “apples and oranges” exercise.  The viewership of each is fueled by very different things. The “unique trend” is that Internet based TV is more dependent upon having an active community surrounding the content. Mainstream TV is more dependent upon a streamlined and efficient delivery channel. The former requires more social capital.  The latter requires more financial capital.

Lowell: On community: does Treet do active engagement there or is it more up to each show’s team to drive that?

Wiz: It is a combination.  Each of our shows is a partnership.   Treet works actively to build a community of those interested in “virtual television” and many people’s shows are discovered because there is crossover from the Treet community.  On the other hand, each show brings new communities to Treet, and this is probably one of the main ways Treet’s viewership grows, by having each producer’s community join in a larger community which has greater momentum. Three years ago it was the reverse.  Treet had no community and it was show communities which essentially “bootstrapped” Treet into having people who could cross-over into other communities.  Now, such crossover is the norm.

Lowell: On the partnership, how does that work? Where are the boundaries with creative control etc?

Wiz: We try our best to let our producers do what they want.  That’s the honest truth.  We try to let them envision the show, decide on the format, and drive the creative behind the shows with little or no intervention from us. We try to provide feedback about audience size, live viewership, and if we do exert creative control, it has more to do with the mechanics, such as trying to assure that shows are more “watchable” on the web, that intros are the right length, that advertising is used in ways that are most effective.

Texas: The Treet website offers the ability to include a much larger audience than could be achieved with only the Second Life residents. We can live stream to a much larger number of viewers via the web.

Lowell: So let’s say I have a great show concept and I approach Treet and you like it a lot as well. What happens from there?

Wiz: We are very interested in new pitches at the moment. We have a number of broadcast slots open because of the way we have rearranged our schedule. The main thing people with show ideas need to consider is that it is not about the idea or concept. A good concept does not make a show. A good, dedicated team, and a lot of effort in production make a show. A good concept helps because it makes it easier to attract people to the effort, and of course, once the show is produced, it makes it more appealing. But, building a team, and being realistic about the effort required at production are the most important things for people to consider. Two shows, “The Daily PWN” and “The Grid’s Honest Truth” are complete outside machinima productions which air on Treet.   Most people think Treet “wants” to produce everything.  That is not at all true, we are very receptive to people doing complete productions.   But – our requirements are rather stringent.

To be honest, the realities vary from show to show. For sports shows, there is no script, the main thing is being sure that announcers are ready, and that stats are prepared.  Some shows require a script, and there is a completely different team effort.  Some shows require 1 hour per week of pre-production, some shows require 40.

Texas: We are also keen to include serial stories to Treet. Not necessarily produced by us.

Lowell: Texas you mentioned serials and Wiz you mentioned earlier that story-telling is difficult – is that an area you’d like to do lots more in?

Texas: Yes, very much. Moving from a live broadcast model to post-produced drama / comedy is another exercise in “apples & oranges”.  :) But we are very interested in headed that way.

Wiz: Yes! We would love to have more people who are willing and interested in working with us on fictional series.

Lowell: Who are the core Treet TV team besides yourselves now?

Wiz: There are four of us that make up the core team right now, Wiz, Texas, August Lusch, and Yxes Delacroix. We have many other people assisting as well.

Lowell: Is Treet now a profit-making entity for you all? If so – what is your primary revenue source?

Wiz: No, Treet still runs in the red. It is funded by Texas and I. We do have a 24/7 studio which is unlike any other in the world, capable of doing these kinds of live broadcasts for anybody, so we are always interested in corporate work and other revenue, but ultimately, we are building a brand and an audience with Treet and revenue will require that it grow several times larger. As it is, however, Treet has over 100,000 monthly viewers across all our shows, but doing what we do is expensive, and even that many viewers doesn’t really generate enough revenue to fund this.

Lowell: Crystal-ball time: what are your ambitions for Treet in the coming 12-24 months?

Wiz: Expansion in two areas. First, to involve more and more independent machinima producers in Treet to take advatnage of our distribution and audience, and to add to the diversity of our content. Second, to move more and more into OpenSim specificaly and any other platforms we see that have “creator leverage” in the way Second Life does. We also have a couple interesting things we are doing that we can’t talk about . We also expect to continue to work more with Linden Lab – we have had many good joint promotions with Linden Lab and they have helped us fuel growth in many ways.

=====

A disclosure: I’ve appeared once on Tonight Live with Paisley Beebe and once on The 1st Question with Pooky Amsterdam.

Departure from Second Life: one story

For the duration of the four-plus years I’ve been involved with Second Life, I’ve known Wolfie Rankin. He’s been one of the driving forces behind the ABC Island community since its launch back in 2007, and has also been outspoken on a range of issues, including his perspective on furries. For me, he’s been an enduring Australian presence in Second Life, so I was more than a little surprised when I discovered this week that he’s decided to cease his involvement. I commissioned Wolfie to write a piece about his decision, which is shown below. Obviously it’s his opinion only and each person’s reasons for departing or entering Second Life are different, but I still thought it was well worth sharing.

———-

For the past five years I’ve used Second Life. Being fairly shy it helped me to come out of my shell, to find new friends, and discover that I could do more than I thought I could.

And during the time that I was recovering from cancer treatments it was a real boon, it lifted my spirits and made me feel wanted and needed.

Others who had a serious illness or were stuck in rural locations found they too could meet like-minded people, and found sanctuary within this virtual world.

Despite all the slagging off about Second Life which came from both the public and the media, those who used Second Life, and made the necessary connections to make it worthwhile, found it to be a wonderful experience.

One of the things worth trying is what they call Machinima. If you have wished that you could be an animator, but had no drawing skills to speak of, then this is brilliant. Just build a set in world, bring in some characters, direct them, film them, then edit the results with something like Sony Vegas, add music and effects, then upload to Youtube. The quality of what you can create here is astounding. and I would highly recommend trying it, even just for a bit of fun.

Five years ago, I was asked by several people to give Second Life a go, which I was reluctant to do as I never considered myself to be a gamer, and from what I knew of Second Life at the time, it was some sort of game -therefore I wasn’t interested.

Then I saw a report on Channel Seven about Second Life and thought that perhaps it had some merit after all, so being the curious type, I logged in.

The first time you log in, it can be a pain. It’s possible to end up lagging away on an island full of grey people, which is incredibly frustrating, and I feel we lost of lot of potential users who got caught in that situation and logged out thinking that was what Second Life was.

I checked into Second Life with a couple of friends who wanted to create an island just for us, this would cost serious money, I tried to stop my friend from going this far, but the next thing we knew, we had an island of our own. It’s a cheap proposal for a corporation, but a bit rich for individuals.

This gave us a private place of our own where we could meet and chat about our day with others. We could log in from anywhere in the world and somehow get the feeling that we weren’t all that far away at all. Those who put down Second Life by saying that we should only meet friends in the real world are so lucky to have their entire ensemble of friends, family and co-workers within walking distance of each other, and yet they still cling solidly to their mobiles. Most people have friends and family who are very far away, and if not for the phone or computer, we’d be back to pens, paper and envelopes. My friends were a mixture of American, English, Canadian and Australian – there was no way that we could meet for coffee at the local café on a daily or weekly basis.

I had a pub in Second Life, which I thought was lovely and airy, something like a Queenslander. I made it as comfy as possible, and we used it for events and get-togethers, but mostly it was just my home. Ahh yes, the disputes. I would log into Second Life and appear at my pub, on this island, to find that objects I had placed, had been moved to odd places, as though a three year old had got into crayons and tossed them everywhere. That, or that an item was returned because it was taking up too many prims (the constant talk of prim usage is annoying). The land itself could be altered too, which led to other irritations such as finding the nice flat land that I once had, was now the slope of a hill, and everything I had placed, including my home, was now buried… or the land was now a sunken valley, and all my trees and flowers were floating in the air.

This tended to be the result of selfish actions on the part of another island manager.

If I write a blog post, it remains there, it’s fixed, I own it and nobody can move it or alter the wording, I prefer things this way.

I left the private island and spent most of my time on ABC Island, Abi and the island staff were very reasonable, and there were few arguments, and certainly most of them were easy enough to resolve. ABC felt like a better home for me than Eragon. The problem here was that I really tried to get things going, but it was always difficult.

I would spend a week writing Rockit, my virtual quiz show, only to get about eight people showing up. We tried getting Pool into ABC Island… Lilli did an awesome job with the architecture, Abi gave us a hand, and we were all set to go. but when the ball was out of our court – as in Pool doing their bit, or the ABC doing theirs, everything stalled, whether it was legal issues or disinterest, I have no idea. This was fairly standard.

The idea for ABC to get into Second Life was a bold one, and one that we supported as a group, but the problem often seemed that ABC had forgotten us, there was a lot that we could have done with that island, but the volunteers could only do so much.

ABC has TV and Radio and web-based material. Having Second Life is a logical step if you’re going to experiment with as much of the digital world as possible, but I don’t think that it was handled as it should have been.

ABC had CSIRO people coming in for a few weeks, when ABC Island was new, to talk about science, something that went down exceedingly well. I was asked many times by a lot of people, if we’d ever have the science discussions again, it seemed to have been most peoples favourite ABC Island event – it was mine too. I tried to lure various science people into Second Life to do this, but none were interested.

There were things that we would have liked to have done, but we were blocked because we were not ABC staff – I suppose that’s understandable. The volunteers all felt like there needed to be someone from ABC who was there a fair bit, someone who not only worked with ABC but also someone who really enjoyed and understood Second Life, that would have helped so much.

If ABC is serious about getting experts from segments of New Media, they should send talent scouts into places like Second Life and say “You look like you know what you’re doing, would you like to work for us?”

Second Life has a vast potential, but often sadly that’s all it has. Perhaps it’s too new, perhaps something like this should have turned up twenty years into the future, when most people would look at you like a moron if you thought the internet was full of axe murderers.

I tried very hard getting people to come into Second Life. I mentioned it on mailing lists, forums and Twitter but nobody cared. “That sounds like crap”, they’d say, “Why would we want to do that, when we can just email each other?”. “I use Skype to talk to my friends”, “I use Facebook” and the oh so original, “Get a real life” which I’d heard nearly a million times. Sure there were technical reasons too – some had old machines that couldn’t handle Second Life, others had poor internet access. Fair enough.

Second Life has great potential, but people will never see that potential if they don’t at least try it. Green Eggs and Ham, anyone?

It’s funny how users of one social media will happily use one or two things and mock another. People don’t bother to research the software themselves, just rely on sketchy rumours, and if those rumours are bad, well tough.

I signed up and researched them myself to see how viable they were, and to be honest, there’s only a few that seemed not up to scratch, as far as I’m concerned, Myspace being a great example, Here’s something which is trendy to mock, but to put it bluntly, it’s a cow of a thing to use.

I loved Second Life, I really did, but not enough of you dared to try it yourself. I was there, I would have been delighted to have helped, and did help people on numerous occasions. I wanted others to see a potential and see how far they could take it… some did very well indeed…

Anyway, after five years of trying to bring people in for a look and waiting in vain, of dealing with arguments about prims and lag, of being whined at, and banging my head against a brick wall as projects simply stall because nobody seems to care – I know there are those who continue use Second Life and love it, and to be honest, I’ve had a lot of good times in there myself – but it just got to a point where I didn’t feel like I was happy there anymore, so I just walked away.

Wolfie Rankin.

(Mini) Review: Virtual Worlds – Learning in a changing world

Australian educators Judy O’Connell and Dean Groom have collaborated on a tidy tome called Virtual Worlds – Learning in a Changing World. Aimed squarely at educators who haven’t had any extensive experience with virtual worlds, it provides a concise overview of the current state of play, its implications for educators, and a comprehensive set of links for people that want to explore further. It’s a virtual worlds primer for a cohort of professionals who dually need the most insight into the area and who are likely to drive the substantive momentum in the field in coming years. In that aim, this book achieves what it needs to in a way that a lot of other publications in the field could do well to emulate.

You can purchase the book for AU$19.95 from the ACER website. Or – fill in our reader survey and if your name is drawn we’ll send you a copy as your prize – just specify that’s the prize you want in the appropriate section of the survey.