Top 15 Most Read & Shared Posts on AI, VR & Virtual Worlds for 2019

Another year comes to an end, and we thought we would share the top 15 stories about our virtual world just in case some of you missed them from our friends over at New World News.

My Top 15 Most Read & Shared Posts on AI, VR & Virtual Worlds for 2019

Roughly in chronological order:

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From “Afrofuturist Artist Creates Stunning Portraits Of Black Artists With Deep Dream AI Algorithms

Watch: Machine Learning Music Composed From Re-Synthesized Fragments From 100s Of Terabytes Of LA Phil Recordings

From “Watch: Interview With Ebbe Altberg On The Future Of Second Life & Sansar”

Screen Shot 2019-12-27 at 1.42.15 PM

From “Things We Lost In The Flood: A New, Massively Multiplayer Loneliness Simulator Where Players Can Only Share Messages In Bottles With Each Other — And If Enough Players Win, Self-Destructs

Many more below!

 

From “Watch: Real World Location Virtually Recreated To Scale In Minutes

Why The Metaverse Needs Gameplay & Gameplay Mechanics

Linden Lab Hit By Wrongful Termination Lawsuit Alleging Discrimination & Retaliation For Raising Concerns About Its New Payment Service, Tilia

Linden Lab Officially Promoting Resource-Heavy Second Life Content That Drastically Hurts SL User Experience

Screen Shot 2019-12-27 at 1.41.19 PMFrom “How To Make Second Life Look Like This — Even On A 10 Year Old Computer

Blizzard Employees Strongly Support Company’s Punishment Of Hong Kong Advocate & Player Censorship Of Sensitive Chinese Topics – Blind Survey

Philip Rosedale Supports Andrew Yang For President, Suggests Ways To Implement Yang’s Freedom Dividend

VR Install Base As Of Q3 2019: Oculus Quest Just Below Half A Million, PSVR On Track To Pass 5 Million By The New Year

Despite $2.6 Billion In Funding, Magic Leap Sold Less AR Headsets Than Jeri Ellsworth’s Tilt 5 Kickstarter

John Carmack, VR Pioneer Who Once Described Developing VR As A “Moral Imperative”, No Longer Focused On Developing VR

Snowcrash Set To Become HBO Max Streaming Series, Will Ironically Compete With Actual Metaverses For Viewers

HAPPY NEW YEAR FROM ALL OF US AT Zoha Islands and Fruit Islands, We hope all will have a prosperous 2020. We will continue our best service to our current residents, And always in hopes of building new business with new residents.

The Christmas Truce

From all of us at Zoha Islands and Fruit islands to all of you. Have a very Merry Christmas and Happy New Year!

I chose to post this Christmas story as I found it inspirational for the times we live in this world today. May it find its way to inspire others around our globe and in our Second Life World.

Inspirational Christmas Story

The Christmas Truce
by David G. Stratman

From his book We Can Change the World

Inspirational Christmas Story

It was December 25, 1914, only 5 months into World War I. German, British, and French soldiers, already sick and tired of the senseless killing, disobeyed their superiors and fraternized with “the enemy” along two-thirds of the Western Front (a crime punishable by death in times of war). German troops held Christmas trees up out of the trenches with signs, “Merry Christmas.”

“You no shoot, we no shoot.” Thousands of troops streamed across a no-man’s land strewn with rotting corpses. They sang Christmas carols, exchanged photographs of loved ones back home, shared rations, played football, even roasted some pigs. Soldiers embraced men they had been trying to kill a few short hours before. They agreed to warn each other if the top brass forced them to fire their weapons, and to aim high.

A shudder ran through the high command on either side. Here was disaster in the making: soldiers declaring their brotherhood with each other and refusing to fight. Generals on both sides declared this spontaneous peacemaking to be treasonous and subject to court martial. By March 1915 the fraternization movement had been eradicated and the killing machine put back in full operation. By the time of the armistice in 1918, fifteen million would be slaughtered.

Not many people have heard the story of the Christmas Truce. On Christmas Day, 1988, a story in the Boston Globe mentioned that a local FM radio host played “Christmas in the Trenches,” a ballad about the Christmas Truce, several times and was startled by the effect. The song became the most requested recording during the holidays in Boston on several FM stations. “Even more startling than the number of requests I get is the reaction to the ballad afterward by callers who hadn’t heard it before,” said the radio host. “They telephone me deeply moved, sometimes in tears, asking, ‘What the hell did I just hear?’ ”

You can probably guess why the callers were in tears. The Christmas Truce story goes against most of what we have been taught about people. It gives us a glimpse of the world as we wish it could be and says, “This really happened once.” It reminds us of those thoughts we keep hidden away, out of range of the TV and newspaper stories that tell us how trivial and mean human life is. It is like hearing that our deepest wishes really are true: the world really could be different.

Christmas in The Trenches – Song

To listen to this inspirational Christmas story in song

Words & Music by John McCutcheon, c. 1984, John McCutcheon / Appalsong

This song is based on a true story from the front lines of World War I that I’ve heard many times. Ian Calhoun, a Scot, was the commanding officer of the British forces involved in the story. He was subsequently court-martialed for ‘consorting with the enemy’ and sentenced to death. Only George V spared him from that fate. — John McCutcheon

My name is Francis Toliver, I come from Liverpool.
Two years ago the war was waiting for me after school.
To Belgium and to Flanders, to Germany to here,
I fought for King and country I love dear.

‘Twas Christmas in the trenches, where the frost so bitter hung.
The frozen fields of France were still, no Christmas song was sung.
Our families back in England were toasting us that day,
Their brave and glorious lads so far away.

I was lying with my messmate on the cold and rocky ground,
When across the lines of battle came a most peculiar sound.
Says I, “Now listen up, me boys!” each soldier strained to hear,
As one young German voice sang out so clear.

“He’s singing bloody well, you know!” my partner says to me.
Soon, one by one, each German voice joined in harmony.
The cannons rested silent, the gas clouds rolled no more,
As Christmas brought us respite from the war.

As soon as they were finished and a reverent pause was spent,
“God Rest Ye Merry, Gentlemen” struck up some lads from Kent.
The next they sang was “Stille Nacht,” “‘Tis ‘Silent Night,'” says I,
And in two tongues one song filled up that sky.

“There’s someone coming towards us!” the front line sentry cried.
All sights were fixed on one lone figure trudging from their side.
His truce flag, like a Christmas star, shone on that plain so bright,
As he bravely strode unarmed into the night.

Then one by one on either side walked into No Man’s Land,
With neither gun nor bayonet we met there hand to hand.
We shared some secret brandy and wished each other well,

We traded chocolates, cigarettes, and photographs from home.
These sons and fathers far away from families of their own.
Young Sanders played his squeezebox and they had a violin,
This curious and unlikely band of men.

Soon daylight stole upon us and France was France once more.
With sad farewells we each began to settle back to war.
But the question haunted every heart that lived that wondrous night:
“Whose family have I fixed within my sights?”

‘Twas Christmas in the trenches where the frost so bitter hung.
The frozen fields of France were warmed as songs of peace were sung.
For the walls they’d kept between us to exact the work of war,
Had been crumbled and were gone forevermore.

My name is Francis Toliver, in Liverpool I dwell,
Each Christmas come since World War I, I’ve learned its lessons well,
That the ones who call the shots won’t be among the dead and lame,
And on each end of the rifle we’re the same.

Note: For an engaging movie based on this inspirational Christmas story, click here. For an article in a leading U.K. newspaper on one of the last survivors of the Christmas Truce, click here. For more on the history of the Christmas Truce, click here and here. For a highly decorated U.S. general describing how wars are waged largely to fill corporate coffers, click here.

See you next year from all of us at Zoha Islands and Fruit Islands We thank you all for another great year!

Here’s How to Clean Up Your Hard Drive

It’s December and another year is about to end and its time to check up on your PC. NOW BEFORE IT’S TOO LATE!

Are you running low on hard drive space? Does it take forever to find your files or do backups? Do you have lots of duplicate files? Maybe you’re getting that annoying LOW DISK SPACE message. Don’t ignore it, or your computer could soon begin to malfunction. Here are some free tools to clean up your hard drive and make sure your computer is running smoothly…

Clean Computer Clutter

Digital clutter can clog up your hard drive, slowing down normal operations and making it difficult to find the information you need. Unnecessary and duplicate files accumulate every time you use a computer. It’s good practice to clean out computer clutter every once in a while.

Of course it’s a problem if you have no room to store your music, photos, or videos on your hard drive, but low disk space can also adversely affect the performance of your computer. When your operating system runs out of RAM memory, it will try to create virtual memory by grabbing a chunk of hard drive space. If there is not enough space available, your applications may fail, or you may not be able to open large files.

Even worse, when you run low on disk space, Windows will begin to delete System Restore points, or even switch off the System Restore feature entirely. If restore points are missing, System Restore would not be able to undo changes made to your system for a specific time frame in the past.

Computer housecleaning should really start the day you turn on a new PC. Most computers come loaded with unnecessary and often unwanted programs. The software developers pay computer vendors to install their trialware on new PCs, hoping that new buyers will try and purchase. Among experienced users, such programs are known as “crapware”.

PC-Decrapifier is a free specialized uninstaller utility that scans any PC (new or used) for known crapware. One click is all it takes to uninstall all the crapware that PC-Decrapifier finds. The program also displays a list of all other applications on your system; you can check off any that you wish remove and PC-Crapifier will launch the standard Windows uninstaller. Just make sure and double check that it doesn’t remove any apps you DO want to keep.

NOTE: Don’t be fooled by sneaky “Download” ads that sometimes appear on the PCDecrapifier.com website. Click the BLUE “Download Now” button, or you could end up with the wrong program.

Some programs cannot be uninstalled by Windows, for various reasons. Others uninstall only partially, leaving behind folders and files that clutter your computer. Revo Uninstaller is an advanced uninstaller that removes even the most stubborn program. AppZapper is a similar program for Mac users.

More Hard Drive Cleaner Uppers

Web browsers generate a ton of digital detritus. Browsers store images, cookies, download histories, and other temporary files that they might need again. These files are handy but not strictly necessary. They don’t get cleaned up automatically, either. Utilities such as CCleaner
and Privazer sweep up browser clutter as well as other traces left on your computer by Windows.

Duplicate files are another form of digital clutter. Duplicates are especially common among music and image files. Utilities such as Auslogics Duplicate File Finder (FREE) use metadata to identify duplicates, or do a byte-by-byte comparison of files that have common names and sizes. EaseUS CleanGenius is a duplicate file finder for Mac OS X users.

Windows itself comes with a Disk Cleanup utility that many people find useful. It lets you select the disk(s) and user(s) whose files are to be tidied up. You can specify the types of files to be deleted, i. e., temporary files, downloaded ActiveX and Java program files, Service Pack backup files, etc. It won’t find duplicate files, however. From the “Computer” window, right-click a hard drive, select Properties, then click the Disk Cleanup button.

Here are some other tips that should work on any system to reduce the load on your hard drive:

  • Delete photos, videos and audio files you no longer need. These files can be HUGE sometimes.
  • Look through your Documents folder for old or unwanted word processor and spreadsheet files.
  • Clean up your email folders – Inbox, Sent, Trash, Junk, etc.

Here’s my secret weapon when it comes to really cleaning up a hard drive. JdiskReport is a disc usage analyzer for Windows, Linux and Mac OS X systems that visually represents the space taken up by various files and folders on your hard drive. You can use it to find large files, overstuffed folders, and other hard-to-find junk. WinDirStat (for Windows only) is similar, but displays the information about large files and folders in a “treemap” format that some people find very helpful. KDirStat is a Linux version of WinDirStat. Mac users may want to check out GrandPerspective, which does a similar job.

The Ultimate Hard Drive Solution  

If you plan on selling, giving away or disposing of your old computer system, you’ll want to ensure that your hard drive is truly clean, so that none of your sensitive files can be recovered. You can use free software like DBAN or K*llDisk to overwrite every piece of data on your hard drive with zeros. Now that’s a clean hard drive. If you’re really paranoid, destroy the hard drive with a drill press, a sledge hammer, or run it through an industrial shredder, as demonstrated in this video.

The amount of digital clutter that builds up on a computer varies greatly from one user to another. It depends on your uses of the machine and the Internet. Some people need to clean house every week or every month, while others can go longer without suffering any noticeable performance degradation.

I suggest that if you want your computer to run flawlessly CLEAN UP once a month and never have to worry about one day you precious PC does not start as it should.

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

Sockets, Caches and Cores, Oh My!

Been thinking about upgrading the CPU in your desktop, because it’s a slow,cheap computer you bought three years ago? But the jargon is getting you down? I Can demystify all the talk of sockets, cores, clock speed, cache, etc?’ Read on to learn more about the ‘engine’ under your computer’s hood, and what upgrades make sense for your computer…

What’s in a CPU?

 

When buying a car, what’s under the hood may matter a lot to you; or it may not. Some people don’t care how many cylinders an engine has as long as the car has leather seats, remote start, and the test drive is satisfactory. The same is true when buying any computerized device, be it a desktop PC, notebook, tablet, smartphone, or digital wristwatch.

This article is for readers who like to know what’s under the hood. We’re going to look at what a CPU is, what’s in it, and what really matters when comparing specs instead of hands-on performance.

The “engine” of a computer is its CPU, which stands for “central processing unit.” Physically, a CPU is a circuit board loaded with electronic components that talk to each other and, through hardwired channels, to other parts of the device. Each component is in a CPU for the same reason pistons and timing chains are in a car’s engine: they work best when they’re as close to each other as possible.

Two typical CPU components are the Arithmetic Logic Unit (ALU) and the Control Unit (CU). An ALU does the simple math that is the foundation of all digital computing: it adds and subtracts, that’s all. Combinations of many such simple operations, executed at lightning speed, yield multiplication, division, exponentiation, and even more complex computations. The CU inserts “math problems” into the ALU and extracts solutions that are passed to other components.

The Clock is Ticking…

The clock or “timer” provides an electrical signal that regulates the speed and timing of data flow and computations. To avoid errors, it is essential that data arrive at the point where it is to be manipulated at the right time; you don’t want to start calculating the square root of a number before the number arrives. (Yes, computers are dumb enough to try that, if unregulated). Regulating the clock speed also prevents overheating; the faster a CPU works the more waste heat it generates.

When comparing CPUs, you’ll see clock speeds measured in GHz (gigahertz), and ranging from about 2.0 GHz to 5.0 GHz. Back in the day, you could assume that a higher clock speed (more gigahertz) meant a faster CPU. But because there are two major chip vendors (Intel and AMD), and multiple CPU families offered by each (such as Intel’s Xeon, Intel Core i3/i5/i7/i9; AMD’s Ryzen, Athlon and FX), you can’t assume that any longer.

However, if you’re comparing CPUs within a family, clock speed numbers have more meaning. A 5.00 GHz Intel Core i9 should outperform a 4.4 GHz Intel Core i9. But you should make no such assumption when comparing (for example) an AMD Ryzen 9 3950X (3.5 GHZ) to an Intel Xeon W-2235 (3.80GHz).

Down to the Core

If you have an aging personal computer that’s struggling to keep up with modern apps and operating systems, should you junk it and buy a new one, or upgrade its capabilities? Will a new monitor, more memory, or a faster hard drive make you happier than a CPU upgrade?

So far we’ve discussed the three essential components that comprise a basic CPU: the ALU, the CU and the timer. This bundle is often called a “core processor” or simply a “core.”

Today, many devices contain multiple cores. Each works on one part of a computational job and feeds its result to another component which combines results from all cores to produce a whole solution. This process is called multi-processing, and it’s de rigueur in modern devices.

Generally speaking, the more cores the better. You can buy CPUs with two, four, six, eight, sixteen or (if you’re really rich) thirty-two cores. But to continue with the car metaphor, you don’t need a 16-cylinder race car for runs to the grocery store! Most desktop users will be quite satisfied with a 4-core CPU, such as those in the Intel Core i3 series. The Intel Core i5 CPUs can sport six processor cores, and the Core i9 can have up to eight processors. AMD’s Ryzen series has 4, 6, 8, 16 and 32-core models.

Unfortunately, not all software applications that can take full advantage of multi-core technology. Such software must be “multi-threaded,” meaning it’s written to process data in multiple parallel sets of operations simultaneously, each thread using one core. Operating systems such as Windows 7, Windows 10, Mac OS X and Linux can take advantage of multiple cores, but if your application software is single-threaded it will use only one core even if multiple cores are present in your CPU. Video games and video editing software typically take good advantage of multi-core systems.

Cache vs. Cash

The “cache” of a CPU is a block of RAM (random access memory) used to speed up data access. Ideally, it stores the most frequently accessed data stored in the “main memory” RAM chips that are separate from the CPU. Cache memory is used to minimize the amount of time required to copy memory from RAM to the CPU. Those tiny fractions of a second add up when you’re doing billions of calculations per second.

Faster and larger cache memory is always better, but the amount of cache memory that you need depends on how much data is typically moved at one time. A Word document isn’t nearly as big as an HD video file. Handling email doesn’t require the lightning speed that a gamer wants.

When comparing CPUs, you may see mentions of L1, L2, L3 Cache. L1 cache is always tiny, ranging from 32 to 640 KB (not megabytes or gigabytes). L2 and L3 cache numbers are more important. Honestly, I’ve never paid much attention to these figures, because I’m not crunching numbers for NASA or killing armies of invading zombies. But if you want to build a hot rod, look for L2/L3 cache numbers that are 10 MB or higher. Interestingly, Intel’s web pages describing the latest processors don’t even mention cache levels. Instead, they speak of Intel® Smart Cache, with figures ranging from 12MB to 16MB. Just be aware that more cache will mean more cash, and you probably won’t be able to tell the difference in most cases.

Socket To Me

All the data that moves in and out of a CPU needs a road to travel on. Actually, there are many roads consisting of short, thin wires sticking out of the bottom of a CPU. These wires plug into sockets in the motherboard, completing connections that allow data to flow to different components (graphic processor, hard drive controller, etc.).

Various socket configurations have arisen over the years that improved data flow in different ways. You would have seen names like Socket 1 through Socket 7 on 486 computers in the early 1990s. Since then, an alphabet soup of socket names and numbers have arisen. You’ll only care about the socket type if you plan to upgrade your motherboard with a bigger, badder CPU. You’ll need a CPU that’s compatible with the socket on your motherboard, unless you plan to swap them both.

Bottom line, clock speed, the number of cores, and the amount of cache memory are all factors to consider when choosing a CPU. But so is price, and the intended use of your computer. And remember that those numbers should only be compared within a processor family.

Will you be able to tell the difference between an Intel Core i7 and an i9 while you’re on Facebook or watching cat videos? Will an 8-core AMD Ryzen beat the pants off a six-core Intel Core i9 while playing World of Warcraft? My best guess is maybe to both. This article was meant to help you understand the jargon involved.

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

The Second Life That Wasn’t

The official guides for Linden Lab’s online world offer a time capsule of optimism and delusion.

With the start of the end of the 2019 year I thought this would be a good read on where we’ve been and where we are headed in our Second Life. Thanks to Mark Hill for this Article.

In 2006, Bloomberg published a deep dive into the then three-year-old Second Life called “My Virtual Life.” Written as though a traveler had just stumbled into a bizarre foreign city, the article describes the “seriously weird” Second Life as the “unholy offspring” of The Matrix, MySpace, and eBay. It also compares Second Life to World of Warcraft, otherwise apparently known as the business world’s “new golf.” In the most dated prediction, we’re told that virtual worlds like Second Life could become “far more intuitive portals into the vast resources of the entire Internet than today’s World Wide Web” and could even challenge Windows as a framework for presenting software to users. It also highlights the money being made by users and the corporations rushing to invest. It’s a perfect summation of the hype that was impossible for Second Life to live up to and that “My Virtual Life” was far from alone in creating.

To put that hype in context, Second Life’s 2003 launch preceded World of Warcraft’s by 17 months and came when only 54.7 percent of American homes had an internet connection. The idea of socializing in an expansive digital world, and using built-in scripting languages and modeling tools to fill that world with your own content, was still new to many people. Today, the average child learns about these concepts (and their limitations) through games like Minecraft or Roblox, but SL looked like a mature, broad, and high profile step-up from EverQuest, which targeted hardcore gamers, and the cartoonish simplicity of Habbo Hotel, which was aimed at teens. There was confusion and uncertainty over what SL could and should be used for, so an assumption grew that it could do anything.

But by 2007, as Second Life was appearing in CSI and The Office, Wired was turning bearish on a service they had previously proselytized. In 2009, Forbes declared that the Second Life hype had “fizzled.” And by 2011, Slate and TechRadar were running “Hey, whatever happened to Second Life?” retrospectives as though it was a relic of antiquity. Reports of Second Life’s death were as exaggerated as claims that it would revolutionize technology, as it continues to chug along today for the benefit of a hardcore fan base. But between 2006 and 2009, as the Second Life hype was building the steam it would need to dramatically barrel over a cliff, five guides to Second Life were published by Wiley with the official cooperation of SL developer Linden Lab.

The books are time capsules of the hopes of dozens of SL users and Linden staff interviewed for them, and looking back on them today reveals a medley of the mundane, overoptimistic, and insane. There are predictions of long term government and media presence mixed with basic etiquette tips mixed with a look at Second Life’s sex work community. Of the four “organizations who earn substantial amounts of money blogging about Second Life,” one URL now sells steroids, one is now home to an IT company, and one stopped publishing in 2013 (but briefly resurfaced in 2016 to write a bizarre interview with the obnoxious neo-Nazi troll weev).

A general purpose book called Second Life: The Official Guide came first, in 2006. It received a second edition in 2008, the year that also saw the release of The Entrepreneur’s Guide to Second Life: Making Money in the Metaverse, Creating Your World: The Official Guide to Advanced Content Creation for Second Life, and Scripting Your World: The Official Guide to Second Life Scripting. The series closed with 2009’s The Second Life Grid: The Official Guide to Communication, Collaboration, and Community Engagement. Glossy textbooks of 300 to 400 pages each, together they can take a reader from learning the basic concepts of a digital world to programming their own tip jars for the Second Life business they might decide to open. Some of their predictions for the future of Second Life are reasonable, and some make “My Virtual Life” look restrained. So what did these books get right, and what did they get horrendously wrong?

While some of the users and locations they mention are still active, they’re mostly a collection of dead and dormant links that serve as a testament to the same raw speed of the internet that the books warn you about trying to keep up with. The web presences of Amethyst Rosencrans and Nyteshade Vesperia, quoted for their expertise in running Second Life sex businesses, have both petered out, although not before Vesperia was able to debut 2015’s X5 Cock with “incredibly realistic mesh design” and “unparalleled BDSM owner control.” Genvieve Hutchence, who in The Entrepreneur’s Guide gives advice on Second Life escort work, has only a Facebook page with nothing but four 2008 photos from SL to her digital name today. Professor Sadovnycha, owner of the BDSM education Princess Reform School is also MIA, as are Second Life fashion blogger Celebrity Trollop, owner of “one of the virtual world’s oldest and most popular clubs” Jenna Fairplay, Second Life real estate moguls The Otherland Group, “founder and CEO of … one of the largest content creation companies in SL” Aimee Weber, and many, many more.

There are scattered exceptions to the exodus, like Nexeus Fatale. Introduced in The Entrepreneur’s Guide as “one of the leading DJs in Second Life,” Nexeus worked the SL launch parties for Popular Science and The L Word, among other high profile gigs. In the book, he lauds the ease of interacting with his audience and the variety of music that residents appreciate, while advising aspiring DJs on how to avoid scams and copyright pitfalls. While his DJing days ended in 2012 he’s still an SL regular, telling me, “What keeps me active is that I get to explore. I try new things out, I do absolutely no-work-what-so-ever. But I appreciate it more because I’m a part of a bunch of communities. And that’s what I think Second Life has really begun to turn into, kind of a virtual Reddit.”

So while it’s easy to flip through these books and conclude that the world has long since moved on, but Second Life didn’t die so much as it quietly powered through the insane expectations that were created for it. In 2019 the Second Life community forums saw a spirited discussion on “Tipping Guidelines for Gentlemen Clubs” (in another throwback, one employee of a Second Life club comments, “Most of the women I work with, myself included are professional phone sex operators”). In the game’s subreddit just shy of 6,000 users share screenshots, discuss their favorite in-world creations, offer shopping deals with slick videos, and troubleshoot technical problems. Complaints that Second Life is dead and requests for tips on getting into SL can be found on the same page.

As of 2017 there were a reported 600,000 active accounts, with contemporary concurrent users hovering around a maximum of 45,000. Even accounting for some bot activity, that’s better than a legacy MMO of comparable age like EverQuest. No SL user will again grace the front page of Business Week because of all the money they’ve been making, but no one is predicting an imminent plug-pulling either.

The Official Guide’s 11 credited authors include Wagner James Au, who was Linden’s “embedded journalist” for Second Life’s first three years and who still covers SL and other virtual worlds on his blog. He compared the “hype phase” of ’06 to ’08 to the “recent euphoria over Bitcoin and social media and Fortnite, all mashed together into a single package—because Second Life had all those aspects.”

So when you see that all the heralded government, corporate, and media clients left Second Life almost as soon as they entered it, it’s hard not to view their retreat as a sign of failure. Vestiges may remain, but the NBA no longer monitors its “basketball fan’s paradise” where fans can view “real-time 3-D diagrams of games as they’re played,” Coke isn’t still slinging merchandise, and the SL Reuters bureau is long dead. But, as The Second Life Grid writer Kimberly Rufer-Bach explains, the reality was more complicated.

“When the first real-world organizations came into SL, they were mostly educational institutions quietly doing small research projects. But then came the marketing projects, which generated and lived on hype. It was not realistic to figure a copy of a real-world store was going to make big bucks selling virtual shoes or shirts. There weren’t yet enough avatars in SL to make enough money. Plus, they were competing against established brands in shops run by SL [Residents].

“Similarly, I don’t think anyone figured that the SL user base would visit a company’s virtual shop and then run out to buy real-world items. Leveraging the hype was all about getting press for your organization by being one of the first to enter into this cutting-edge virtual world. For a while it was a sure thing; hire some SL developer to establish your organization’s presence, and you would reap lots of profitable press coverage. Because of this, SL unfortunately experienced a flood of carpetbaggers promising clients unrealistic things that couldn’t really be done with the platform, while underpaying Resident content creators, sometimes disappearing without paying at all.”

That’s not to say that Second Life was a hapless victim of corporate bullies. The Official Guide encourages you to “Go on a scavenger hunt on Microsoft’s island, take a Sentra or a customized Solstice for a spin around a race track, go surfing on the Weather Channel’s beach, hang out with fans of Showtime’s The L Word in a re-creation of the show’s locations, then play around in IBM’s code station developer sandbox. … These companies and their experiences be joined [sic] by countless others, providing residents with a chance (if they’re interested) to merge real-world consumerism with their second lives.”

In an interview for The Entrepreneur’s Guide, Linden Lab CTO Cory Ondrejka went further in painting a picture of Second Life as a corporate utopia. “Even with video conferencing, you can’t really get up, move around, pace. … And Second Life helps with [that]. You have place, embodiment, and a method for having real-world style conversations a la a cocktail party (i.e., multiple, parallel conversations). I think the first new opportunity is going to be helping companies that have dispersed work forces save money on recruiting, on-boarding, training, and collaboration. This is a lot like what IBM has said they are working on. But they are just scratching the surface.”

Ondrejka went on to speculate on international business relations, saying, “In the real world, if you want to do a business meeting, you’d hire a simultaneous translator. In Second Life, you could have a HUD attachment that allows you to request translation between language A and language B which hits a web service, pages available translators, and tells you their rates per minute. They log in, stand with you, and now you conduct the meeting just like you would in the real world. But that would just be the start. … Think about using Second Life to set up a direct connection to tailors in Asia. You build the outfit you want in Second Life, they pull it from the client, combine it with your real-world dimensions, and FedEx you bespoke clothing. It could be cheap for you in terms of custom clothing—say US$100 an outfit—and still be very profitable for them.”

Ondrejka left Linden in 2007, before The Entrepreneur’s Guide was even published, and in 2010 Linden killed Second Life Enterprise, which offered secure, troll-resistant environments to companies like IBM that had, by that point, largely vanished from SL. One corporate client dubbed its use of the platform a “costly mistake.” Slack, a vastly simpler workplace collaboration tool, has over 10 million active users today.

It turned out that business in Second Life worked when it involved Second Life, when you were selling cool clothes, running a fun social hangout, or offering more erotic animations. But no one really wanted an elaborate digital facade for their non-SL business dealings. In a section called “Helping Outside Customers Understand What Second Life Is About” that now looks prescient, a user recounts a story where “an outside female client came into Second Life and happened upon a Gorean slave girl. ‘It was not pretty,’ Foolish said of the client’s reaction to seeing a female avatar in a slave-like situation. ‘But the fact is, if she was warned and educated about the fact that nobody in Second Life can really be forced to do anything, the situation might have been avoided.” That may have been true, but why talk your clients into conducting business in an environment that also caters to Gorean slave girls in the first place? SL doesn’t host business meetings anymore, but people are still “Looking to get into GOR” today.

The Entrepreneur’s Guide was written by tech journalist Daniel Terdiman, who was one of the most prolific writers on Second Life at the time. Reflecting on his book, he told me, “SL was one of the most-exciting topics in technology. Every big name you can think of was opening up in SL, and while there were obviously major problems (usability being the most threatening), it looked like it could grow to be a major platform with millions of users, tons of brands, and a flourishing economy. That notoriety was why I was able to get a book contract very quickly. Of course, with every hype cycle comes a crash, and in SL’s case the crash came so quickly that by the time the book came out we were already well past hype and into the skepticism cycle. Brands were pulling out, and we had trouble selling the book.”

The unsustainable hype was produced in part by the fact that, to outsiders, it was never entirely clear what you were supposed to do in Second Life. Articles like “My Virtual Life” continually lumped SL in with MMOs like World of Warcraft even though WoW’s “endless medieval-style quest for virtual gold and power” had little to do with SL’s social and business aspects. Even the terminology was confusing. Do you play SL? Use it? The press tended to say “gamers” or “users” even as Linden pushed “Residents.”

But confusion for some meant a blank slate for others. Dr. Karen Zita Haigh, who co-wrote Scripting Your World, had “literally never heard of the thing” before a colleague asked her to collaborate on the book. Haigh, a software engineer whose extensive resume includes work for NASA and DARPA, was intrigued by a virtual world that revolved around construction instead of weaponry. “It seemed like a really cool environment. I liked the idea that people could build their own things. My sister-in-law, she lived in the States, but her mom lived in Poland. They got on Second Life together to go shopping. Women playing computer games was not statistically common. I take a look at the abstract, and I thought they needed someone with a little bit of a different perspective than nerdy guys.”

Scripting Your World is the most technical of the books, walking readers through programming basics using examples like a bee that searches out flowers in your virtual yard. The need for the book seemed clear: “From a documentation perspective, [Second Life] was crowdsourced, so the documentation wasn’t reliable as you wanted it to be. That’s why you needed a textbook.”

Haigh highlighted two key aspects that made scripting in Second Life accessible to the masses: It was relatively easy to jump in and start learning, and it let users produce fun outcomes. “They did event based programming really well. That’s one of the things that’s really tough for new programmers to understand, this idea that you’re not in control, something else is. I had never run into an event-based programming language that was well-documented, they sort of assume everyone is going to understand it. I certainly had never been taught it, I picked it up as I went along.”

And picking it up was exactly what the book let otherwise novice programmers do. “We got comments from reviewers saying ‘I never did any programming before in my life, but I was able to do it.’ It was typically something simple, but they could do it. The nice thing about Second Life as a teaching construct is that you got immediate feedback on how well your system was working. And it was tangible, it was interesting. The whole way they handled particle effects was really cool. You as an end user could control very ephemeral things. That [had previously been] really tough to give a user access to.”

But Haigh soon lost interest in Second Life once she had solved the technical puzzles it offered. “I really enjoyed seeing how far I could push the rules. [For example], how small can you make things and still make them useful? Once I had exhausted all the possibilities I logged on a few times, I set up a little shop. But my interest was the scripting, the programming, the making it do cool things. But it was sort of like ‘Now what?’ I didn’t have a new challenge I could tackle.”

Answering the question of  “Now what?” is where Rufer-Bach’s book, and the book James Au worked on, came in. To the extremely online, a book that has to introduce the concept of furries and cyberpunks feels like a tutorial for your baffled grandparents. Sentences like “Clad in fashions of a bygone time, usually in black or other dark colors, and perhaps accessorized by large jewels, vampires tend to live in richly appointed, atmospheric regions where it’s always night,” read like comical anachronisms.

But the books had to normalize a culture that was building for years before it hit the mainstream. Rufer-Bach, who was an active content creator in Second Life, explained, “My book was intended to answer the questions that I was asked all the time by my clients. I would get questions like, ‘What’s a Furry, and is a Neko a Furry or something else, and can my avatar somehow shake hands to greet the Neko that is coming to the meeting, or do we bow or something instead?’ [My clients] were very aware that there are cultural differences in etiquette in real places, and probably in virtual ones, too. No one wants to accidentally have bad manners.”

A somewhat typical Second Life dance party
Credit: Liden Lab / Virtual Worlds for Adults

Rufer-Bach stressed that her clients had productive fun playing around in Second Life. Not coincidentally, the kind of clients that she mentioned, such as “immersive language-learning projects, particularly the British Council,” were making inherent use of the medium instead of just being there for the sake of it, and were therefore not the kind getting a lot of media attention. Again, The Official Guide is proud to highlight celebrity appearances by Bruce Willis, Arianna Huffington, Duran Duran, Oasis, Frank Miller, Cory Doctorow, William Gibson, Kurt Vonnegut, and a host of politicians, leading to a beautifully ridiculous photo captioned “Judge Richard Posner and a Furry fan.” But it’s unlikely that Kurt Vonnegut was sticking around after his interview to buy virtual Reeboks.

Second Life‘s Duran Duran destination
Credit: Linden Lab

It was instead people like Nexeus who stayed and embodied SL’s core user-base. Describing himself as someone who wanted to be a DJ from the time he was a kid making mix tapes with an FM radio and a cassette recorder, Nexeus DJed in Anarchy Online before taking the skills he’d learned to SL, which offered him an infrastructure and tools that he otherwise never would have had access to. “Virtual worlds fascinated me because of their ability to be living, breathing storybooks. These worlds often didn’t have a voice and style similar to mine, [so] I felt that not only could I provide something unique to help enrich the storytelling (in the case of Anarchy Online) or to enhance an experience (in the case of Second Life) but I could also try something ground-breaking.”

The appeal for Nexeus was that the game’s social spaces were defined by the users, not built into a game with its own rules and lore. “I would be hired for a fashion show, where there’s planning [of a model’s pacing and clothes], and a reaction based on how that was all presented. There were also events where people performed as cover bands of popular artists, but had a DJ [for] the pre and post-show. Then there were club parties and special events hosted in themed locations. Unlike a game environment, I would never know what the crowd would look like or how they would react. If I were performing an event that was underwater, and playing a song that was slow and dark, I could tell the audience to change into something that glowed. H&R Block had me do a few events… there wasn’t anything really normal, everything was unusual because at the time everything that was being done was new.”

DJ Nexeus Fatale
Credit: Nexeus Fatale via Facebook

That Nexeus found himself doing shows for both SL regulars and a tax preparation company highlights the push and pull SL experienced between the hype and the needs of its dedicated base. “The hype was exhilarating. WoW made virtual worlds, as a concept, easy to grasp. It allowed for Second Life, a world where you can build and be anything you want to be, just that much more enticing. It really felt that we were all the pioneers of something that had arrived. The media hype felt justified. The problem was while they would cover some of the amazing things within Second Life, they would also find the clickbait that revolved around sex and sexuality. It was a double-edged sword. Second Life allowed people to express themselves creatively, professionally, but also sexually. That last bit was often [the focus]. I personally felt [that was misguided]. Some of us were very annoyed that, while all of these brands were entering the space and we were doing amazing creative things, the hype would hover around THAT.”

There was certainly no shortage of sex gossip, with one 2007 column declaring “Whatever brings you to SL, you’ll soon find that sex is everywhere” and a 2008 piece gawking at a marriage that was supposedly ruined after the husband “romped with two virtual floozies” standing out as lurid examples. But the final two chapters of The Official Guide, “A Cultural Timeline” and “The Future and Impact of Second Life,” further highlight Linden’s own divided focus between SL’s core users and its media darling status. The timeline is introduced with overwrought claims like “‘I’m not building a game,’ Philip Linden once said, ‘I’m building a new country.’ And in many ways, the history of Second Life thus far resembles the first centuries of America itself.” But when Linden is able to get out of its own way, there’s also legitimately compelling information, like SL becoming a surreal battleground between supporters and detractors of the Iraq War, how SL came at the right place at the right time to attract a furry community, and how the co-owners of an adult animation and toy store became a real life couple.

The speculation on Second Life’s future opens with an acknowledgment of the residents that power it, saying, “As long as the residents themselves are creative and inventive, then there will be new things to see, new places to go, and new concepts to explore.” Then it’s implied that SL’s growth “could well be world-changing” and speculated that “It’s quite likely that 3D spaces will become an integral part of the online experience in the very near future, for a very large number of people.” The example use case is “being able to click through a [news] story and get launched into a 3D re-creation of the location where the story took place, where you could walk around and discuss the events with other readers who happened to be there at the same time.” Today the idea of a walking comments section with real-time access to voice output sounds horrifying.

Linden’s own hype reaches its loftiest with comments like “Imagine being able to access from SL from literally anywhere [with wearable computing], holding conversations across worlds, or overlaying your friend’s SL avatar on them when you see them in your first life,” and “What excites me the most about the future of Second Life is its potential to fundamentally improve the human condition.” Second Life may not have improved the human condition, but it certainly highlighted certain aspects of it. Terdiman referenced an infamous 2006 interview that was invaded by a horde of trolls wielding flying penises. In 2016 Justin and Griffin McElroy’s YouTube series Monster Factory dickishly (but hilariously) crashed a serious philosophical discussion group with their demand for dogs to be given the vote. Early attempts at high-minded self-governance also ended in failure and the installment of regulations by Linden, like a libertarian city-state suddenly realizing that it needed tax revenue to function.

But that emphasis on the users who will be doing the work remains, even if the heroism of that work was wildly overstated. According to Rufer-Bach, “The hype washed over and through the virtual world, but the sorts of projects that preceded the hype had strong roots and didn’t all wash away, and some are still flourishing. Residents are still doing what Residents have always done in Second Life.”

Just what are Residents still doing? James Au provided some highlights. “The majority treat Second Life like a kind of Sims-type dollhouse for their avatar, tricking it out with the latest user-made fashion/skins/accessories/housewares. Second Life users who create and sell content make as much money from Second Life as [Linden] does. Probably the second biggest niche are roleplay communities, who’ve created roleplay regions inspired by Harry Potter, Game of Thrones, Fallout, etc. Then third is likely a sub-niche of extreme adult roleplay, some of which has led to a huge lawsuit. There’s also a small but very active community which reflects Second Life’s glory years, when it was embraced as a platform for creating art and imparting 3D-based education, and for using it as a tool for real life therapy. For instance, there’s a community for using SL to address Parkinson symptoms.”

Nexeus, who for a time transferred his skills to real-life New York City bars, stepped back from nine years of online DJing when the money dried up, and when it just stopped being fun. “[When] the big real world companies I was working with [left] I had to go back to DJing community events [all the time]. Which was fine for a while, but the value that people had for DJs decreased. Maybe this is egotistical of me, but I think I set the bar for a lot of DJs in Second Life. I wrote a few articles that were widely read, I mentored many DJs. When I head to events now, I hear [DJs] using the exact same formula I would years ago, and I don’t think I helped people realize that DJing, like all things, evolves. I also lost sight of the prize. I got involved in many things that drew my focus from what I was enjoying in Second Life. I think if I stuck to being the community guy who provided entertainment I would be happier about my experience in the platform.”

Still, Nexeus seems content with where the aging platform is at. “In many ways it feels like it kept the original goal of the platform. It still has a vibrant community, which I find surprising and interesting. There’s a lot to improve, but I don’t think there’s the pressure it had to do it now or else. Things can be thought through, communities can be developed and people [can] make the decisions about what they want to see and enjoy and have. Its technology still has the same limitations, [it’s] still a resource hog. It still relies on downloading a program to run it. I couldn’t give someone a link to hop on and join my events. But I think part of its legacy will be when you see truly immersive experiences that aren’t gimmicks, that provide value for users and marketing for companies.”

Ironically, accessibility is perhaps now Second Life’s biggest problem. There’s 16 years worth of history, geography, and terminology intimidated newcomers need to absorb, and code can spaghetti into a nightmare. Au explained that “Many of the content creators, being novices, don’t always optimize their mesh models; consequently, Second Life is extremely difficult to use as a social experience, because the frame rate has been utterly borked by high poly mesh content.” Second Life essentially still exists to cater to long-time Second Life fans.

These books were all massive projects for their writers. Rufer-Bach described a year-long writing process that involved pulling completed chapters out of the hands of her copy editor so she could revise based on sudden changes in SL. Terdiman worked for six months on top of his day job, an “extremely challenging” process that at points was “significantly behind schedule.” And Haigh worked “every weekend full time for eight months. The really frustrating thing was that after all of that work, the book comes out, it’s gorgeous, all of us are super thrilled with how it looks, great reviews were coming out, people seemed to love it. And a month later it got [pirated]. It popped up everywhere, and it [killed sales].”

But in reflecting on the legacy of both their own work and Second Life, they saw far more positives than negatives. Rufer-Bach, who saw The Second Life Grid be adapted as a university textbook, said, “From that community have come friendships, marriages, and children. A friend of mine redecorated her virtual house over and over, then homes of friends, then other avatars’ homes. Eventually, we didn’t see her inworld so much, because she learned so much that she closed her virtual interior decorating business and started a real-world interior decorating business! I watched friends without previous experience learning to make avatar dresses or write code in SL, until they learned so much they ended up with new real-world careers as artists or programmers.”

Haigh, whose book was also used in schools to teach introductory programming, saw Second Life as laying the groundwork for games like Minecraft and Roblox that rely on user-created content. “I think it impacted the gaming industry, broadly. I don’t know if Minecraft would exist without having Second Life come before it. There’s a lot of things that they broke ground on. And by making it essentially crowdsourced, people who wanted a capability would build it. People, as a society, tend to be far more creative than the engineers you hire for a company.”

A museum for Second Life in Second Life
Credit: Linden Lab

Terdiman also highlighted the platform’s open-ended nature. “I think SL will always be remembered for being extremely innovative when it came to allowing users to create and do whatever they wanted. If you had the technical chops to achieve something in SL, the platform more or less allowed you to do that. That no-rules approach made it seem exciting and unusual. In the end, that same approach probably got it in trouble. But there hasn’t been another virtual world that has given users the creative freedom SL did, and I’m not sure there will be any time soon. Platform developers are scared of the consequences of unfettered creative freedom, and I can understand that. It’s just a shame we haven’t seen more of it.”

The Final Chapter of The Official Guide closes with the bombastic: “People will use this interface to help manage and publish their lives, explore distant places, identify and support problem areas, re-create local landscapes in the real world, make informed political decisions, and better understand the movement of people, ideas, and money—as well as don giant fire-breathing monster avatars and slog through virtual cities. Christopher Columbus, Adam Smith, Thomas Jefferson, Godzilla, and the Mario Brothers would be equally blown away.”

But the book opened with a simpler statement: “Second Life is and always will be a representation of the world as we know it. It has been conceived by and is being created by humans, and people tend to do things in a certain way. It doesn’t matter whether the world they’re in is virtual or ‘real.’ … All these banal truths become even more true in Second Life. It lets you concentrate single-mindedly on the pursuit of your own, private happiness.”

Second Life never blew away the Mario Brothers. But in a way Second Life is and always was what it claimed to be: a digital environment for users to do whatever they want to do within it. It just took a while to figure out what that was.

Have a great Week From all of us at Zoha Islands/ Fruit Islands

THE RETURN OF LAST NAMES

THE RETURN OF LAST NAMES AND CHANGES TO MARKETPLACE, EVENTS & PREMIUM

As the end of the year approaches we’re working hard on improvements to Second Life, including your most-requested features such as Name Changes, enhancements of the Marketplace, Events, and Premium Membership. Here’s a rundown of what to expect, including some important fee changes which will soon take effect.

THE RETURN OF LAST NAMES — UPDATE & CONTEST

We heard you loud and clear. Soon it will be possible to change the name of a Second Life account. This is one of our Residents’ most requested features and we’re working furiously to make it available by the end of January.  Name Changes will be exclusively for Premium members at an additional fee. Changing one or both of your First and Last Name will be available as a single transaction. Last Names will be picked from a list, which you can help us curate.

What’s a last name you would choose for yourself? We’ll soon hold a contest seeking your contributions to the pool of last name options. From all of the suggestions, we’ll pick five, and those five lucky Residents will be able to change their names completely free of charge! You will not need to be Premium to participate or to win. The contest will run December 16 through January 15th, and participation details will be announced shortly.

MARKETPLACE CHANGES & FEE UPDATES

Effective December 2, 2019, Marketplace Product Listing Enhancement fees will be reduced by 10%. Listing enhancements allow merchants to promote their items by displaying them as “Featured Items” on Marketplace pages.

On December 2, 2019, commission rates on Marketplace sales will become 10% of the item price. This will be the first commission increase since the Marketplace debuted a decade ago. This new rate remains significantly lower than most digital content commissions across the industry. Apple and Google charge a 30% commission on sales in their app stores, as do many other popular virtual worlds, VR and gaming platforms, such as Oculus and Sinespace.

This fee change helps offset our costs as we invest heavily in new Marketplace features and improvements, which remains the Internet’s largest user-created virtual world Marketplace with more than 5 million items. Over the past year we’ve added a store owner’s ability to designate other Residents as Store Managers, who can help merchants run their businesses.  Recently we have taken steps to clean the Marketplace of outdated or inactive listings so that higher-quality listings are more visible to purchasers.  We’ve also added long-requested features like customer-initiated redeliveries, a Revenue Distribution page, Wishlists, Favorite Sellers, and much more.

More changes are coming in short order. The ability to filter limited quantity and demo items is just around the corner. A number of improvements for navigating shopping and order history for shoppers, and a way to prevent limited-quantity item redelivery for the Merchants.  Mobile-friendly layouts are coming. Additionally, we’re working to improve the ability for Merchants to issue refunds. We’re also planning to give the Marketplace a facelift later in the year, and we’re looking into a way to develop a native vendor system that better connects inworld sales and tracking with Marketplace transactions.

EVENTS FEES & CHANGES

Improvements to the Events pages are in the works for 2020, too. You’ll soon see more functionality and a new look, such as the ability to set an alert on an event you want to attend, to follow your favorite event hosts, to share your event calendar with friends, and to see the latest event developments in a news feed. Here’s a peek at a concept design (subject to change):

events_concept.png

Pictured: Early concept for redesigned Events pages

We’ve heard many complaints from our Residents about duplicated event listings and spam. To combat this problem, we’re introducing a nominal fee which will help discourage spamming and encourage higher-quality events from committed event hosts. Basic members will be charged L$50 to create an event listing while Premium members will pay L$10. On the heels of this change, we will introduce the ability for Premium members to schedule recurring events.

PREMIUM PLUS

Changes are underway for Premium Membership. In 2020, you’ll see a new membership level, Premium Plus. This new option will join our classic Premium tier as an additional choice for Residents who want to get even more value from their Second Life.  We think that many Residents will appreciate the new benefits and features of Premium Plus.

Speaking of Premium … some astute Residents have noticed a lot of Mole activity around the Belliseria continent.  Could something be afoot? Speculations abound! We are happy to confirm…

NEW LINDEN HOMES

Yes, it’s true! A new Linden Homes theme is on the way. On the heels of our recent additions of new Traditional, Houseboat, and Camper themes, the final touches are being put on for the next theme.  You’ll be able to get an exclusive first peek at the newest Linden Home offerings at the SL Christmas Expo, held Dec. 5-25 in Second Life.

It’s Just Around The Corner!

Do You Believe In The Magic Of Christmas?

Do you Believe in Tinsel and Garland?
In Jinglin’ Bells?
Trimmed Trees and Sparkling Lights?
Stockings Hung With Care?
Peace on Earth and Good Will?
Do You Believe in The Magic of Christmas?
It’s Just Around the Corner – The 9th Annual SL Christmas Expo
Helping the American Cancer Society and Children With Cancer!
Mark Your Calendars for December 5th to 15th
And Give The Gift Of Hope this Holiday Season!

MORE TO COME IN 2020

We’ve got more in the works for 2020, too.  Don’t forget that you can contribute your own feature requests for our team to review in JIRA. Simply login to create a new JIRA and select “Feature Request.”  Did you know that most of the recent improvements to the Marketplace came from Feature Requests?

Thanks for your continuing dedication and creative contributions to the Second Life community.  We are so excited for everything that lies ahead!

Have a great week and if your in the US Happy Thanksgiving From all of us at Zoha Islands/ Fruit Islands