Skrill Payment Option in Second Life

The Official Second Life Blog posted about Skrill, a new payment method that was rolled out and is now fully functional in Second Life.

Here’s a quote from the blog, found by following this link: Additional Payment Options for Second Life

“As you may have seen, a company called Skrill recently announced that we’re working together to provide additional payment options for Second Life users. Our relationship with Skrill allows Linden Lab to offer Second Life Residents many more options for their payment activity (like buying L$ or paying account fees), including additional local currency options for Residents outside the US.
We first soft-launched the Skrill options for payments a few weeks ago, and we’ve seen positive results so far as those interested in alternative payment methods have successfully taken advantage of the new options. If you’d like to check it out, using Skrill’s options for Second Life payments is as easy as using a credit card. All you need to do is login at SecondLife.com, click “Billing Information” under “Account,” and then select “Add a Skrill Account” to begin using Skrill for your Second Life payments.
In the future, we hope to also enable credits to be processed (redemptions) to Second Life Residents’ Skrill accounts. Keep an eye on this blog for more info!”

I remain respectfully yours,
~ Suzanne Piers, ZI Social Media

SLGo Now Compatible with Firestorm!

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Onlive is pleased to announce that SLGo now offers you a choice between Linden Lab’s SLV or the popular Firestorm viewer on PC and Mac. If you’re already a subscriber, simply launch SL Go on a PC or Mac, and you will be presented with a choice of viewers.

Onlive is a pay-as-you-go or monthly subscription service that allows you to access Second Life from a PC or Mac and have a high-fidelity Second Life experience with amazing graphics quality, full shaders, shadows and full motion capability. This allows people with older or low-powered computers to be able to access Second Life, where they may not have been able to do so before.

Now, SLGo on PC and Mac offers access to the full Firestorm Viewer interface, including edit menus, inventory, preference settings and chat management. All viewer customizations are saved from session to session, even if played on a completely different device or platform.

SL Go is offered via a monthly subscription at $9.95 USD per month for unlimited access. You can also choose to purchase by the hour. OnLive does not associate any SL Go information with Second Life. Second Life users, personas and avatars remain private. OnLive values your privacy in Second Life.

SLGo also allows you to access Second Life from your tablet, although the interface is significantly different.

If you’re not a subscriber, get started with a 7-day free trial here. (the orange word is a clickable link).

I remain respectfully yours,
~ Suzanne Piers, ZoHa Islands Social Media Manager

Ebbe Altberg Discusses the New Platform!

Second Life’s TV show Designing Worlds‘ Saffia Widdershins and Elrik Merlin interviewed Linden Lab’s CEO Ebbe Altberg. Filmed during their 250th episode, Saffia and Elrik had an in-depth and candid discussion with Ebbe about many things, including the new platform, the future of Second Life, among other things.

Ebbe revealed that bringing back last names is on the horizon. He stated that while it’s not an active project on the moment, it is high on the list and will be coming back at some point in the future. He also discussed possibly bringing back community portals, which would attract users directly into a creator’s experience from RL.

He also discussed how bringing real-time facial expressions to avatars in SL is also a project, but that this technology is very much in it’s infancy and will take time for the hardware (such as 3D cameras) to become more common before this can become a reality.

Ebbe also had a long discussion about the new platform. He indicated that it has not yet been named, and said they have a code name for it as they’re developing it. However, they are keeping it secret because they are not sure the name will become the platform’s actual name. Linden Lab doesn’t want it to get branded with that name if that is not what is going to be used. It could potentially be very confusing. So for now, they continue to call it “the new platform” publicly.

Ebbe also emphasized that this new platform is NOT a replacement for SL; but is a completely new environment incorporating new technology. It iss easier to build new using the SL platform as a jumping off point, rather than trying to make the old platform work with the new technology. He stated that the new platform would be in the spirit of Second Life, with user generated content, and to make it easier for new users to interact with it.

He stated that they are at the point with the new platform that they are getting close to launching an avatar in the new world (hopefully by the end of the year), and indeed working towards possibly having an alpha test ready for specific invited users by mid-2015.

When asked if the viewer for the new platform will be open source, Ebbe stated that at the present time, they do not plan to open source the viewer. However, they are looking at possibly having plug-ins to be used with the viewer for customizations without the code being open source. He hinted that there might be a possibility for open source in the future at some point.

Ebbe also discussed cross-compatibility. He said that indeed some content would be able to cross to the new platform, but not all. They wanted the new platform to be forward thinking and future oriented, and not have to be written to allow for older technology. He stated that mesh would be transferable into the new platform, but that there would be a completely different scripting language used. He also indicated that avatars would be able hop between worlds using your avatar’s identity and Lindens. [Ed. Note: I got the impression that you would have two different avatars, one in each world, but that you could transfer the identity and lindens, not the avatar itself.]

The interview is featured on the Living in a Modemworld blog, and includes a written transcript of their discussion. In addition, the blogger, Inara Pey, includes interesting graphics and embedded videos to highlight the transcripts. It is well-worth a visit to her blog to see it. What I did was listen to the video and follow along by reading the transcript.

The video interview is here below.

I remain respectfully yours,
Suzanne Piers, Social Media Manager

Giving Education A Second Life

Wolverine Clinic ResizedOne of the many great things about Second Life is how various organizations can utilize this platform for much more than socialization and virtual sex. Case in point: The University of Michigan School of Nursing announces that it is using Second Life to help medical students hone their leadership and communication skills, and to do so with some degree of anonymity.

According to this article on the HealthLeader Media’s website, “telemedicine isn’t just a cost-saving way to treat patients in remote locations. It’s also another way to train medical professionals.”

Medical schools are adding programs that emphasize teaching empathy and observational schools, and some use technology as a way to enhance the learning experience.

The University of Michigan School of Nursing has a virtual clinic in Second Life called the Wolverine Clinic. Medical students can log in with their own avatars and work through various scenarios at this clinic.

There is a slideshow of photos take at the clinic here. The avatars need work, but that isn’t the point of being in-world. The point is to develop realistic diagnostic situations to allow nursing and medical students to utilize skills in both diagnostic and problem-solving in a virtual environment. This simulation allows real life scenarios to unfold using roleplaying, and if a mistake is made, then no one is hurt.

A small grant was used to build the virtual clinic and is the brainchild of Michelle Aebersold, PhD, RN, a Clinical Assistant Professor at the UMSN and her colleague, Dana Tschannen, PhD, RN, a Clinical Associate Professor of the Division of Systems Leadership and Effectiveness Science at UMSN. Aebersold, also the Director of the Clinical Learning Center for the UMSN, started the program with nurses, and saw that training in Second Life had great advantages.

The clinic offers virtual acute care and outpatient environments where the students perform their trainings. “The nice thing about the virtual environment is that we can schedule training in there and students don’t have to be on site, they could log in from home,” says Aebersold.

In addition, in a virtual environment and role-playing situation, students can be exposed to scenarios that they might not typically experience. The scenarios can be as extreme as someone coming in to a clinic with a ball peen hammer stuck in their forehead, or other just as rare situations. “That’s critical in training a very safe practitioner,” states Patricia Abbott, PhD, RN, FAAN, who is an Associate Professor of the Division of Systems Leadership and Effectiveness Science at UMSN.

The virtual training environment allows students to be able to step out of the classroom and into hands-on training and experience, all within the safety of a controlled environment. These training focus more on interacting with patients and fellow health-care professionals, rather than the physical aspect of care. Students learn a lot about communication, which can be key in RL medical situations.

Aebersold points out, “If you want to teach nursing students how to delegate, how to practice their leadership skills, how to respond to an emergency situation and direct their team members, it’s a great learning environment.”

One example of an exercise in this virtual clinic is described as having the students assess a virtual patient by clicking on an object to view a notecard with the patient’s information. The students are then given choices on how to proceed, and how to communicate virtually with one another to determine how to prioritize care and assign tasks.

Doctoral studets in the DNP (Doctor of Nursing Practice) program also use the Second Life virtual hospital for interprofessional education.

This virtual project enabled nursing students, pharmacy students, and medical students to work together to run a role-play simulation based on disclosing a medical error to a patient.

Using TeamSTEPPS, an AHRQ (Agency for Healthcare Research and Quality, a US Department of Health and Human Services agency advancing excellence in health care) program that specializes in interprofessional communication, the students learn teamwork and communication skills, then utilize their avatars to engage in a scenario to practice those skills.

This is how the role-play scenario is played out. The facilitator of the simulation plays the patient and their family. The nursing, pharmacy, and medical students play their respective roles. They receive a notecard with the information and then get together as a team to discuss the medical error, and how they will communicate it to the patient and the family.

Students who participated in this RP gave positive feedback to the exercise. “They seemed very satisfied with being able to do this, to role play this kind of disclosure,” said Aebersold. You can only imagine how difficult this scenario would be in RL, and being able to RP it would certainly give these students some skills to be able to work as a team to deliver such news.

As many have experienced in SL, the ability to role-play situations like these from behind an avatar is easier, there is a sense of anonymity. As Aebersold says, “There’s a sense of having a little bit of protection because I’m not putting myself out there. I’m not so vulnerable, so I’m willing to take more of a risk.” This is something every Second Life resident can attest to, in every day situations to RP situations.

At the end of the training, students are evaluated in different ways. One method has a separate observer use their avatar to watch the students’ behavior and scores them based on a standardized observation tool used to measure performance. Peer-to-peer feedback is another way to gauge performance.

Aebersold is taking the virtual platform to another level. She would like to develop a gaming type environment that would eliminate the need for a facilitator and give students the chance to receive independent or automated feedback.

Recent additions to the SL clinic include an electronic health records system run by Abbott. Using a training program similar to the patient disclosure exercises, interdisciplinary teams consisting of nurses, doctors, and pharmacy students come together to treat an avatar run by another student. The EHR at the patient’s bedside acts as the fourth professional in the team-building exercise. The purpose is to evaluate how the EHR affects team care, something that Abbott feels is not well understood in the healthcare industry.

All in all, the purpose of the virtual learning environment is to help students have a better learning experience, and to come out at the end of the training better prepared to handle today’s healthcare environment.

Please see the article in its entirety here.

I remain respectfully yours,
~ Suzanne Piers
ZoHa Islands Social Media Manager

Updates to Section 2.3 of the Terms of Service

Recently there was a change in Second 2.3 of the Terms of Service (TOS) that had many content creators and artists in SL quite alarmed, sending some running for the hills. I also manage a club in Second Life (because apparently I don’t have enough to do! hehe) and he lost his Estate Manager for his sim (he runs an artistic community sim besides the club) because she is an artist that is leaving SL. She did not want to take the chance that anything she created in Second Life would be appropriated by Linden Lab.

Recently, Linden Lab posted the following blog post in response to the general concern (read: freak out) by many in Second Life:

“When we updated our Terms of Service in August 2013, the revised language of Section 2.3, the “Service Content License,” caused concern among certain Second Life creators. The revision to this section was worded in such a way that these creators expressed concern that we intended to appropriate their original creations and sell or license such creations without their permission. As our historical practice demonstrates and as we have since tried to clarify, this was absolutely not our intent. Creators are the lifeblood of Second Life. It is you who have populated Second Life with a petabyte worth of unique content and experiences, and it is important for our collective and continued success that you remain confident in continuing to create in our world. To be clear: Linden Lab respects the proprietary rights of Second Life’s content creators and prides itself in its success in providing platforms on which users can create original content and profit from their creations.

“As part of an update to our Terms of Service today, we have made a modification to further clarify Section 2.3. The updated section still provides Linden Lab with the rights that we need in order to operate and promote Second Life, so you will see that we have retained much of the language as the previous version. However, the updated section now also includes limits that better match our intended meaning, and we hope will assuage some of the concerns we heard about the previous version.

“First, the modified version limits our rights with respect to user-created content in Second Life by restricting our use ‘inworld or otherwise on the Service.’ Additionally, it limits our right to ‘sell, re-sell or sublicense (through multiple levels)’ your Second Life creations by requiring some affirmative action on your part in order for us to do so. This language mirrors the corresponding User Content License currently in Section 2.4, which has been part of the Terms of Service for years.

“We know that the legal language of documents such as the Terms of Service can seem daunting, and we expect that some creators may continue to have concerns about particular elements of the updated agreement. Today’s revision to this section of the Terms of Service more closely expresses our intent – that we do not intend to appropriate or sell your content outside of our Service – and our hope is that the limitations clarified in the updated language of this section will support creators’ confidence in our platform.

“As with any document like this, it’s important to read the whole Terms of Service before agreeing to it. Section 2.3 isn’t the only thing that’s changed – we’ve also added the updated policy for skill gaming, which we blogged about here – but we wanted to blog about this update to be clear about what’s different in this section, what it means, and why we made the change.”

Content creators and artists: If you continue to be concerned about not being allowed to bring your creations out of SL, please consider having that section of the TOS reviewed by a RL attorney before deciding to bolt out of SL. We residents of SL really enjoy and need your beautiful content contributions to this amazing world.

I remain respectfully yours,
~ Suzanne Piers
ZoHa Islands Social Media Manager