Glitchy Links
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preview of Eye of Judgment, one of the PS3’s first titles utilizing the Playstation Eye camera peripheral.
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twitter tag tracking
Is Google building a Second Life-like virtual world? Google-watching blog Google Operating System thinks they might be, given that Arizona State University students will have the opportunity to test a new product that sounds very virtual worldy and that also sounds like it will require a Gmail account. Apparently to be “publicly launched later this year,” the product is developed by “a major Internet company” and, says Google Op, “there are hints that the application is related to social networking, 3D modeling and video games.” Want to know for sure? Enroll at ASU. That’s the only way to get in. You know Michael Arrington (from whom I first read this) has his spies crawling the campus already.
Despite the cancellation of at least 2 virtual worlds conferences in Germany this year, it seems there is still optimism among event organisers. I recently received a notification about Metaverse Summit 2007, to be held at the Estrel Convention Center in Berlin, on 6th and 7th, December. The notification, from Helmut Reul, the organiser, reads:
The Metaverse Summit is a two day conference focused on the emerging Metaverse and 3D-Web. One purposes of the summit is to bring together business leaders, venture capitalists, technologists, and industry participants to spend the two days discussing the present and future of the Internet. Estimated attendees, speakers, moderators are up to 500 from all over the world.
The recently published Metaverse Roadmap Overview looks at four key elements of the Metaverse future. According to this evaluation tracks of the summit are the four key elements:
+ Virtual Worlds
+ Mirror Worlds
+ Augmented Reality
+ Lifelogging
As with other events of this type, vendor space will be provided in which companies can promotes their various wares.
If you want to know more, or participate as speaker or sponsor, then head on over to their website.
[UPDATE: As Bridget points out in the comments below, the summit is not associated with the original Metaverse Roadmap Summit. The Berlin summit lists some findings from that meeting, and gives them proper credit, but the two are not associated.]
Just got this press release:
UK rock band Oasis is opening its official online space in the virtual world Second Life (SL) this Monday, September 24, and is kicking off with a preview of its latest release, a feature-length-plus, limited edition double DVD entitled ‘Lord Don’t Slow Me Down’. The facility – built for Oasis in Second Life’s ‘New Horizon’ business park – is a joint venture between SL developer New Business Horizons and SL media producer Phoenix Film & Television.
From Monday, visitors can watch the DVD’s trailer as they browse around the space, pick up free goodies such as a virtual t-shirt and coffee table book, have a look at stills from the production and pre-order the double DVD itself for real world delivery by Amazon. The real world release of ‘Lord Don’t Slow Me Down’ is scheduled for October 29, 2007 by Big Brother Recordings in the UK and Big Brother Recordings/Universal internationally. (more…)

Recently I posted about one of several sites in the virtual world of Second Life commemorating those who died in the attack on the World Trade Center in 2001. It brought home to me how an immersive 3D environment can be used as a powerful visualisation tool, providing focus for contemplation.
Shortly after writing this piece I was contacted by Second Life resident, Evian Argus (in Real Life Robert Egan of Meme Science), to tell me about another memorial. Timed to open in November to coincide with the 25th anniversary of its original dedication, Meme Science are building a replica of the Vietnam War Memorial, commonly known as The Wall, in Second Life. The Wall lists all 58, 253 US service personnel killed or missing in the Vietnam war.

This is one of the most bitchin’ add-ons for the virtual world of Second Life that I’ve seen in a while. Our fellow Brooklynites at Cruxy, who run a site that lets musicians, filmmakers and other artists promote (and earn from the sale of) their work, have released a music map for Second Life that lets you see which Cruxy artists are being played at which locations in the virtual world. Cruxy offer a Second Life player that lets you listen to Cruxy artists while you’re in-world. Their new music map of SL shows you what’s being played where, lets you filter by a particular artist, and just generally looks cool. Rock on. (And yes, that’s me interviewing Suxanne Vega if you scroll down the Cruxy home page. That was fun. And you can listen to the entire interview if you like. Well worth suffering through my questions to hear what such an interesting artist — and long-time New Yorker — has on her mind these days. Her new album is awesome.)
Anshe Chung Studios, which produces digital content and services for virtual worlds like Second Life, IMVU and others, has drawn a round of funding from New York venture capital firm Gladwyne Partners, who were early investors in the Electric Sheep Company. Sources at Gladwyne tell 3pointD the investment closed today, but wouldn’t reveal the amount. Gladwyne should be quite happy to have found another play in the virtual world sector; they’ve been looking very closely at the space since hopping into the Sheep pen. From the sound of things, they’re continuing the due diligence they’ve been doing throughout the space for the last year or two, so look for more, although it remains to be seen how soon. And congratulations to Anshe (or rather, to the husband-and-wife team behind the avatar), who has built an unparalleled “native” virtual-world brand over the last four years or so. Such companies should be under pressure from bigger, more established production houses, but none seem to have made significant in-roads. Anshe also has the advantage of having outsourced much of her studio’s work to employees in her native China, which may have made a difference to Gladwyne. In any case, it’s interesting to see just how far you can go with amateur content-creation, which is where Anshe started. Nice to see Gladwyne concentrating so heavily on the space, as well. We look forward to more.

2007 has seen a trend (dare I say “meme”? No, perhaps not) for real world cities to be replicated in the virtual world of Second Life. This trend has been particularly prevalent in Northern/Central Europe - with Germany and The Netherlands vying for the most virtual cities. Today, while passing by the World Trade Center Memorial again, I espied an island called »CPH«, and finding it open, went to have a look. It seems that the trend has moved North a tad, as this is virtual Copenhagen. But is it “wunderbar, wunderbar?” (more…)
Terrific. I’m quoted in an article about Second Life in tomorrow’s New York Times. Which of the many topics covered in the interview am I quoted on? That’s right, cyber-genitalia and virtual McMansions. On the whole, though, the article is a pretty good deep dive on why people value such virtual goods, and what utility they derive from them. Check it out.

There have been several examples of the twin towers being rebuilt in the virtual world of Second Life, but with the anniversary of that awful day with us once again, I would like to bring to your attention a site that I feel deserves a special mention: the World Trade Center sim. As I write this, it is still being finalised, ready for an official opening to coincide with the time the first plane hit. What singles this site out is that it does not attempt to undo what has happened. Rather, it commemorates those from many. many nations who died in that dreadful and tragic atrocity. (more…)
Japanese writer, blogger and game designer Shigesato Itoi’s site, Hobo Nikkan Itoi Shinbun, is running a series of articles taken from a conversation with Nintendo president Satoru Iwata. The first three (of eleven) are already up on the site, and there’s some good stuff there, not just for game designers, but for designers of software in general, especially at a moment when more and more people are coming to recognize the importance of game mechanics to user engagement. Parts four through eleven unfold over the next ten days. Whether you’re interested in Nintendo’s perspective on game and software design, or you just want to hear from “the world’s number one researcher of Miyamoto studies,” this is pretty much required reading.
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