Premium Plus subscribers now get extra benefits in the SpeedLight viewer!

Premium Plus subscribers now get extra benefits in the SpeedLight viewer!


Linden Lab
 
 

SpeedlightPremiumPlus.png

Second Life Premium Plus members already get many benefits that help them get the most out of Second Life…and now we’re partnering with SpeedLight to add even more value!

The Speedlight mobile app is already popular with many of our community members since it enables Residents to stay connected with Second Life while on the go, and now Premium Plus subscribers get access to additional Speedlight benefits: no online time limitations along with prioritised online support. Now you can enjoy Second Life on your mobile devices (or in a web browser) with the freedom to stay connected as long as you like! To get these benefits, all you need to do is access Second Life using SpeedLight with your Premium Plus account.

As a reminder, Premium Plus membership also gives you the following benefits:
– L$3,000 signup bonus
– L$650 weekly stipend
– up to 2,048 zero-fee mainland, 140 groups
– free assets upload
– concierge phone support
– other benefits (check https://accounts.secondlife.com/change_membership/ for the full list)

Additionally, Premium Plus members who use SpeedLight now get these benefits:
– unlimited online time at SpeedLight
– advanced 3D World view
– prioritised support (tickets and live chat)

Login to SecondLife with your Premium Plus account at SpeedLight, check for the “Premium Plus” badge and enjoy your Second Life! Not a Premium Plus member yet? Now is the perfect time to upgrade so you can take advantage of this all-new benefit!

 

*Please note that avatars in images are not from Speedlight and Speedlight is a third-party viewer listed in our third-party directory.

Have A Great Week From All Of Us At Zoha Islands/Fruit Islands

 

Decoding the secrets of the metaverse

Click to watch!
 

Decoding the secrets of the metaverse

You’ve probably heard of it, but what does the metaverse mean for us? CNN’s Anna Stewart takes a deep dive into this immersive virtual universe.

Source: CNN

Will the metaverse bring the second coming of Second Life?

Will the metaverse bring the second coming of Second Life?

Second Life is trying to get people to re-engage with it.
Second Life is trying to get people to re-engage with it.
Image Credit: Linden Lab

The idea of the metaverse is getting more buzz than ever. I gave a speech on it yesterday to Sharad Devarajan’s class of MBA students at the Columbia Business School at Columbia University. (I advised them to buy Bitcoin.)

In my research for the class, I checked the metaverse’s status on Google Trends, which measures the number of searches on different subjects, and I saw an explosion in the past year or so. Big companies such as Facebook, Roblox, and Epic Games are jockeying to be the arbiter of the metaverse, and many companies are talking about their metaverse strategies.

But one 18-year-old virtual world called Second Life had everybody talking about it being a metaverse long before we entered this modern epoch. Linden Lab, the creator of Second Life (the virtual world that debuted way back in 2003) is still going strong. And it plans to play a role in the modern metaverse, thanks in part to a cross-platform payment system called Tilia Pay that enables people to cash out the virtual currency they earn in Second Life and convert it to U.S. dollars. That’s something that is critical for the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

Above: Metaverse mentions in Google Trends.

Image Credit: Google

In this age when we’re celebrating the “new” metaverse companies like Roblox, which has 43 million daily active users, it’s easy to forget that Second Life is still around. It has a $600 million annual gross domestic product (GDP). More than 2 billion user-generated assets have been created to date. It has 200,000 daily active users, and it processes more than 345 million annual transactions. It pays more than $80.4 million to creators annually. This is a remarkable achievement, as it’s very hard for companies that rule in one technology epoch to succeed in another, and Second Life has managed to thrive through multiple eras.

“If you look at Second Life, what it did 18 years ago and what it’s doing now, the world has kind of come back to Second Life,” said Brad Oberwager, the executive chairman of Linden Lab, in an interview with GamesBeat. “Everybody is trying to be Second Life. And it’s a pretty interesting time. When you think of creators in the creator economy, Second Life is still the leader and people are getting direct payments from each other. We’re a true economy.”

A survivor

Above: Second Life has a big economy.

Image Credit: Linden Lab

But Second Life, for all of its endurance and persistence, has never really become as mainstream as it could be. It has gone through multiple leaders. Philip Rosedale started Linden Lab in 1999 during the dotcom boom. And in the aftermath of the dotcom bust, he managed to launch Second Life in 2003. He stepped down in 2008, and Linden Lab went through a series of caretaker CEOs in the form of Mark Kingdon, Rosedale (who returned as CEO for just four months), and Bob Komin. In 2010, the company had some big layoffs.

Starting in 2010, Rod Humble, a former EA executive, tried to take some of the magic of Second Life and bring it into new applications on mobile and other platforms. But that didn’t work out so well, and Humble left in 2014. Ebbe Altberg took over in 2014 and helped get Second Life in good stead. He tried to create a VR version of Second Life, dubbed Sansar, but it didn’t get the intended traction. I met with Altberg several times, and he was a big advocate for how people needed to remember how successful Second Life still was.

But Altberg suffered from a long illness. He managed to get through some big shifts, like deploying Second Life to the Amazon Cloud, cutting back the staff, selling off Sansar, and eventually selling off Linden Lab to an investor group led by Oberwager and Randy Waterfield in July 2020.

Sadly, Altberg passed away from his illness in June. Obewager took over as executive chairman and noted that Altberg left the company in excellent shape. Second Life remains solid in its 18th year, with the best financial performance in the first half of the year in more than a decade.

Improvements

Were you unable to attend Transform 2022? Check out all of the summit sessions in our on-demand library now! Watch here.


 

The idea of the metaverse is getting more buzz than ever. I gave a speech on it yesterday to Sharad Devarajan’s class of MBA students at the Columbia Business School at Columbia University. (I advised them to buy Bitcoin.)

In my research for the class, I checked the metaverse’s status on Google Trends, which measures the number of searches on different subjects, and I saw an explosion in the past year or so. Big companies such as Facebook, Roblox, and Epic Games are jockeying to be the arbiter of the metaverse, and many companies are talking about their metaverse strategies.

The evolving impact of graph analytics_

But one 18-year-old virtual world called Second Life had everybody talking about it being a metaverse long before we entered this modern epoch. Linden Lab, the creator of Second Life (the virtual world that debuted way back in 2003) is still going strong. And it plans to play a role in the modern metaverse, thanks in part to a cross-platform payment system called Tilia Pay that enables people to cash out the virtual currency they earn in Second Life and convert it to U.S. dollars. That’s something that is critical for the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

Above: Metaverse mentions in Google Trends.

Image Credit: Google

In this age when we’re celebrating the “new” metaverse companies like Roblox, which has 43 million daily active users, it’s easy to forget that Second Life is still around. It has a $600 million annual gross domestic product (GDP). More than 2 billion user-generated assets have been created to date. It has 200,000 daily active users, and it processes more than 345 million annual transactions. It pays more than $80.4 million to creators annually. This is a remarkable achievement, as it’s very hard for companies that rule in one technology epoch to succeed in another, and Second Life has managed to thrive through multiple eras.

 

Event

GamesBeat Summit Next 2022

Join gaming leaders live this October 25-26 in San Francisco to examine the next big opportunities within the gaming industry.

Register Here

“If you look at Second Life, what it did 18 years ago and what it’s doing now, the world has kind of come back to Second Life,” said Brad Oberwager, the executive chairman of Linden Lab, in an interview with GamesBeat. “Everybody is trying to be Second Life. And it’s a pretty interesting time. When you think of creators in the creator economy, Second Life is still the leader and people are getting direct payments from each other. We’re a true economy.”

 
 
 

Improvements

Above: Second Life is 18 years old.

Image Credit: Linden Lab

Second Life has benefited from the pandemic, just like most games, as more users are coming into virtual worlds to socialize because they aren’t so sure about meeting in real life.

 

“Second Life is back because it never went anywhere. Just 3.5 years ago, we were the same size as Roblox,” he said. “We’re starting to grow again. Now more people are, are interacting. It’s a re-engagement strategy.”

This has potential, since more than 70 million users have created their own accounts during the history of Second Life.

“We’re not starting Second Life again. We’re just improving, we’re just focusing,” Oberwager said. “Because of all the conversations about the metaverse, our name is coming up again as the pioneer. And so our conversion rates are going up. We are a $600 million a year economy. We are supporting creators in ways that allow them to make money. Our goal is to be the least-expensive place to be a creator.”

The company supports streaming live video inside Second Life, and it has virtual cinemas where people can watch shows together. And the company has long-established practices for dealing with problems.

Linden Lab supports free speech, but it has also figured out how to deal with lawless metaverse citizens.

Second Life has long had to deal with problems like rogue user-generated content and copycats. It has its own Second Life Patent and Trademark Office that functions much the way the U.S. Patent and Trademark Office does. It uses AI to stop such theft and it honors Digital Millennium Copyright Act (DMCA) takedown requests from brands. It has undercover avatars to police bad behavior.

“We do have rules. If you break our rules, you have a problem,” Oberwager said. “It’s called the social contract. If you harass someone, you’re gonna get booted from the system.”

Tilia Pay

Upland is using Linden Lab's Tilia for money transactions.

Above: Upland is using Linden Lab’s Tilia for money transactions.

Image Credit: Uplandme

Under Altberg, Linden Lab also invested $30 million in Tilia Pay, Linden Lab’s payment system, over seven years to acquire all of the necessary state licenses in the U.S. in needs to run it.

 

Oberwager said that Tilia Pay could power virtual economies at other companies as they try to get users to come inside and spend money in their version of the metaverse, and then enable people to take their digital earnings and cash them out. It’s a basic function of the metaverse, and Second Life has been doing this for a long time, Oberwager said.

This is not as easy as it seems. For creators to get paid for their virtual content, platform publishers must first comply with money transmission regulations. That’s because when money is being exchanged for virtual goods and cashed out by creators, the platform publisher becomes a money transmitter and must be licensed in all 50 states. This holds true for exchanges trading nonfungible tokens (NFTs) as well.

Oberwager said that Tilia is the only fully licensed money transmitter focused on the virtual currency, gaming, and NFT opportunities. The Tilia Pay service acts as a combination of PayPal and Coinbase for virtual worlds and gaming platforms by providing the “financial rails” for publishers. Using the Tilia wallet, virtual worlds, games, publishers, and NFT exchanges can legally allow creators and others to transfer virtual currencies into fiat.

 

One of the new Tilia users is Upland, which is an NFT-based virtual property trading ecosystem, where players can play a kind of Monopoly by buying, selling, and trading virtual properties mapped to real world addresses. Prior to its partnership with Tilia, Upland players could not sell their virtual properties to other players for U.S. dollars, because facilitating funds transfers from one user to another requires money  transmitter licenses in the U.S. and other jurisdictions. Tilia came to the rescue, and Upland has more than 100,000 monthly active users.

Zenescope

Above: The Zenescope Metaverse is new in Second Life.

Image Credit: Linden Lab

Second Life has other things going on as well to try to juice user interest. It cut a deal with comic book publisher Zenescope Entertainment and licensing agency Epik to bring the dark and twisted Grimm’s Universe to life as the Zenescope Metaverse inside Second Life.

 

Fans can interact with and play as some of the classic fairytale characters popularized by Zenescope’s comic books and graphic novels, acting out scenarios and following different storylines. The virtual experience features Cinderella (aka Cindy): Serial Killer Princess — the main character of a six-issue mini-series of the same name. Also on hand are Belle: the Beast Hunter; the Mad Hatter, and Jabberwocky. Fans of Zenescope number around 70 million, and they now have 50 different digital items they can buy inside the Second Life location.

Oberwager said this was the beginning of many new brand and entertainment partner collaborations in Second Life. And he wants to start making some noise about it.

“Metaverses are the hot thing right now. Second Life was a pioneer, but a lot of people don’t know that it is still alive and thriving,” Oberwager said. “We had the COVID bump, like every game company. But now, we’re going up again at exactly the time when we’re getting out of the COVID bump. That’s quite compelling in our mind.”

Have a great week from all of us at Zoha Islands and Fruit Islands

 

Linden Lab acquires CasperTech in Second Life

Linden Lab acquires CasperTech in Second Life


Patch Linden
 
 

66c825f5f511f87adf16513414ec42fe.jpg

 

Greetings Second Lifers!

Today is a really big day for all of us together and we are excited to share that the Second Life portion of CasperTech is being acquired by Linden Research, Inc.

CasperTech has provided various business related services within Second Life for 13 years. Over that time, CaperTech has proudly provided continuous service for tens of thousands of Second Life businesses, and it has remained steadfast in its commitment to the merchants who have depended on those services.

This acquisition will ensure that all of the existing CasperTech services in Second Life will continue to operate without interruption into the foreseeable future, but it also opens up brand new opportunities to vastly improve the experience for our users as our next step in the CasperTech and Second Life journey.  

You can expect to see the same great services that you know and love continue on, with all of the same functionality you enjoy today, but with closer integration into the Second Life ecosystem – and as such, an even more reliable and convenient experience.

We wouldn’t have gone forward with this move if we weren’t absolutely confident that it will be a positive change for all Residents and CasperTech customers.

We hope that you are as excited about this change as we are, and we thank you for your continued support as we all step boldly into the future together!

We have started a forum discussion here for anyone interested in participating with questions.

You can also watch Casper and I on a special pre-recorded Lab Gab today at 10:30am SLT!

 

The Second Life Team
and Casper Warden, CasperTech LTD
 Have a great week from all of us at Zoha Islands and Fruit Islands

London in Second Life Flooded With Mourners

London in Second Life Flooded With Mourners & Well-Wishers At News of Queen Elizabeth’s Death; UPDATE: Added SLImage Tributes

Second Life Queen Deaht Linden Lab

As news of Queen Elizabeth’s death spreads across the globe, mourners in the virtual world of Second Life have been converging into London City, a sprawling island devoted to the UK’s capital. I have tried over the last hour to take photos of the impromptu memorial, but as avatars keep teleporting into London, the surroundings continue to be a blurry as actual London in the worst fog imaginable.

You can see them in the screenshot here, green dots indicating users from around the world, piling into the town square, where the British flag has been lowered to half-mast, and the audio stream has been changed from the usual Britpop music to somber songs played on piano and pan flute.

“May she be in God’s arms half hour before the devil knows she’s gone,” announces a mourner in chat.

“There is music on the stream now,” says someone who helps manage London. “I hope it is fitting. I’m raising a glass to Her Majesty The Queen!”

As is often the case, the serendipitous mourning is basically SLers gathering and chatting together in the wake of monumental offline news at a virtual world location with some mirror relationship to that news. (See also: Mourners outside the virtual recreation of the Eiffel Tower, after a terrorist attack in Paris.) 

And as also befits Second Life, the arriving mourners include Superman in a Batman helmet, a sentient dog, and a humanoid fox (not to be confused), along with various supermodels. Many or most are from the UK, but mourners and well-wishers from outside Britain are arriving too:

“My condolences for your loss from Germany,” says one.

“Even here in Switzerland they cancelled the normal programming,” says another, standing next to an angel and a dragon in knight’s armor. “It’s surreal.”

More images when (if?) the lag ebbs!

Update: Cajsa just sent me this somber image by Dazler Resident — “RIP Queen Elizabeth II”, shot in St Alban’s Church in Alba:RIP Queen Elizabeth II

Also this one via Cajsa by Calamity Clowie — “I Rather It Were Coronation Day”:

52344414894_f7b219328f_c

Our thoughts are with the UK

 

Linden Lab Unveils Puppetry Project

to Animate Avatars With Webcams & Mocap Equipment in Real Time

Impressive unveiling by Linden Lab just now — real time puppetry for Second Life avatars:

We have been working on this feature for some time and now we are ready to open it up to the Second Life community for further development and to find out what amazing things our creators will do with this new technology… The codebase is alpha level and does contain its share of rough edges that need refinement, however the project is functionally complete and it is possible for the scriptors and creators of Second Life to start to try it out.

This is not just a lightweight “wave into your webcam and your avatar waves too” technology (which has existed for many years) but is meant to integrate much more devices — and the whole avatar:


We are excited about Puppetry’s potential to change the way we interact inside Second Life. For example, using a webcam to track your face and hands could allow your avatar to mimic your face animations and finger movement, or more natural positioning of the avatar’s hands and feet against in-world objects might also be possible.  Alternative hardware could be used to feed information into Second Life to animate your avatar – a game controller or mocap equipment.  There’s a lot to explore and try, and we invite the Second Life community to be involved in exploring the direction of this feature.

What’s even more exciting is that Second Life avatars recently got a Bento skeleton update, which makes them extremely articulate. You can see that in recent SL pics featured by Cajsa, where an avatar’s fingers down to individual joints are highly expressive.

Read about the announcement here,

Introducing Second Life Puppetry


 
 

image1.png
Photo by Alexa Linden

The idea

Wouldn’t it be cool if you could animate your avatar in real time?  What if you could wave your arm and your avatar could mimic your motions?  Or imagine if your avatar could reach out and touch something inworld or perform animations?  Linden Lab is exploring these possibilities with an experimental feature called “Puppetry.”

We have been working on this feature for some time and now we are ready to open it up to the Second Life community for further development and to find out what amazing things our creators will do with this new technology.

The codebase is alpha level and does contain its share of rough edges that need refinement, however the project is functionally complete and it is possible for the scriptors and creators of Second Life to start to try it out.

See the section below “How to participate” to learn how to use Puppetry yourself.

Take a Look

We have some basic things working with a webcam and Second Life but there’s more to do before it’s as animated as we want.

Puppetry Technology

Puppetry accepts target transforms for avatar skeleton bones and uses inverse kinematics (IK) to place the connecting bones in order for the specified bones to reach their targets.  For example the position and orientation “goal” of the hand could be specified and IK would be used to compute how the forearm, elbow, upper arm, and shoulder should be positioned to achieve it. The IK calculation can be tricky to get right and is a work in progress. 

The target data is supplied by a plug-in that runs as a separate process and communicates with the viewer through the LLSD Event API Plug-in (LEAP) system.  This is a lesser known functionality of the Viewer which has been around for a while but has, until now, only been used for automated test and update purposes.

The Viewer transmits the Puppetry data to the region server, which broadcasts it to other Puppetry capable Viewers nearby.  The receiving Viewers use the same IK calculations to animate avatars in view.

For more details about the Puppetry technology, take a look at the Knowledge Base article Puppetry : How it Works

Uses and Possibilities

We are excited about Puppetry’s potential to change the way we interact inside Second Life.  For example, using a webcam to track your face and hands could allow your avatar to mimic your face animations and finger movement, or more natural positioning of the avatar’s hands and feet against in-world objects might also be possible.  Alternative hardware could be used to feed information into Second Life to animate your avatar – a game controller or mocap equipment.  There’s a lot to explore and try, and we invite the Second Life community to be involved in exploring the direction of this feature.

How to participate

The Puppetry feature requires a project viewer and can only be used on supporting Regions.  Download the project Viewer at the Alternate Viewers page.  Regions with Puppetry support exist on the  Second Life Preview Grid and are named: Bunraku, Marionette, and Castelet.

When using the Puppetry Viewer in one of those regions, if someone there is sending Puppetry data you should see their avatar animated accordingly.  To control your own avatar with Puppetry it’s a bit more work to set up the system.  You need: a working Python3 installation, a plug-in script to run, and any Python modules it requires.  If you are interested and adventurous: please give it a try.   More detailed instructions can be found on the Puppetry Development page.

What’s next

We look forward to seeing what our creators do with the new Puppetry technology. Compared to other features we have introduced, it’s quite experimental and rough around the edges, so please be patient!  We will keep refining it, but before we go further we wanted to get our residents’ thoughts.

We will be hosting an open discussion inworld on Thursday, Sept 8 1:00PM SLT at the Bunraku, Marionette, and Castelet regions on the Preview Grid.    We’re also happy to talk about this at the upcoming Server User Group or Content Creator meetings.  Come by, let us know what you think, and hear about our future plans!

and compare/contrast with VRChat’s recently launched Avatar Dynamics project.

My immediate guess is that most Second Life users won’t use avatar puppetry for most occasions — after all, gesticulating into your webcam or with a mocap suit quickly gets exhausting — but it will still be a huge breakthrough for live performers at music/dance/theater shows, along with conference presenters. And yes, for that other use case you thought of first.

Have a great week from all of us at Zoha Islands/Fruit Islands