Interview: Philip Rosedale, Founder, Linden Lab

TRAILBLAZERS TALK

Ravi Kumar S,
President, Infosys,

with

Philip Rosedale
,
Founder
, Linden
Lab

https://www.infosys.com/navigate-your-next/trailblazers-talk/opportunities-enterprises-metaverse.html

Ravi Kumar 00:13
Hello everyone, my name is Ravi Kumar, President at Infosys. Welcome to this new chapter of
Trailblazers Talk in 2022. This is a great time to connect, a very exciting time for Infosys as we
announce the launch of Infosys metaverse foundry to help enterprises navigate the metaverse by
partnering within them on a discovercreatescale cycle. We will harness the power of a
confluence of technologies, 100+ readytoapply use cases and templates, 3D environments, an
ecosystem of partners, platforms and much more to make it all happen. Infosys, as all of you
know, is deeply invested into training, I would say lifelong training infrastructure. We have the
largest corporate training university in the world. So, we are also making a foray into something
called the metaverse in education and learning and we’re hoping to stay ahead of the curve there.

What a great time to have the special guest today Philip Rosedale, the founder of Linden labs,
the parent company of Second Life, the original metaverse company founded almost 20 years
ago, as an openended internet connected virtual world. Following Second Life, Philip worked on
several projects related to distributed work and computing. Intrigued by the innovations in VR
enabling devices, he reentered the virtual world, cofounding High Fidelity a company devoted to
the future of nextgeneration virtual reality using spatial audio. He rejoined Second Life in 2022,
as a strategic advisor, focused on helping and shaping a better metaverse. Phillip, thank you so
much for joining us today.

You’ve been thinking about the metaverse for almost 20 years. Since you established Second
Life, I know a variety of things happened Roblox, which gave us a virtual gaming universe,
Bitcoin, tokenized currency and an evolving virtual world. Facebook acquired Oculus, to get into
the metaverse. Decentraland is a 3D virtual world browserbased platform. And then we saw the
launch of Fortnite. We had two broad announcements from Facebook and Microsoft. And we are
now stepping into the metaverse with so much curiosity. What do you think has captured the
imagination of tech innovators, businesses and consumers, now than ever before? Is this the
confluence of technologies? Is it the pandemic which created a need for a virtual world for all of
us to interact in? Do we need to be cautious? I’m trying to understand what’s going on.

Philip Rosedale 03:54

Changes that have happening from the time Second Life became widely used. I’d add Minecraft,
looking at how kids have been exploring virtual worlds together. But I think as you said, COVID
has probably been one of the biggest instigators along with Facebook’s most recent claim of the
overall marketspace. COVID has created this situation where we all have had to wonder whether
we’re going to have to use online technology to replace some of our social and entertainment
experiences. And so, I think at a very high level, the industry and the big tech companies are all
trying to figure out, how to participate in something like that in providing online access to social
and entertainment experiences.

Ravi Kumar 04:51

And, and Philip, which industries, sectors or type of companies you think will gain the most from
the metaverse? And do you see a specific opportunity for b2b brands? And how might that evolve?
Where do you think the opportunity is for industries?

Philip Rosedale 05:36

Well, we saw a little bit of this with Second Life in the 2000s. There, I think we saw smart industries
that look at specific vertical applications that take advantage of both virtual worlds and VR, things
like simulation of business training, you know, taking apart the engine of an airplane and being
able to walk through it with a bunch of other people in VR. These are examples that are going to
work today, I think that some of the problems that we have about broadly using virtual world and

 

VR technology, are around governance. And I think that we will see use of both VR and desktop
technology, by enterprises today, in a way that we did see a little bit of an example in the 2000s.
And I do think the time is right to go beyond Zoom if you will.

Ravi Kumar 06:30

We are toying with this idea of metaverse for education and learning. Do you see the metaverse
playing a significant role in intertwining education and work? We are very excited about that
opportunity.

Philip Rosedale 07:07

It does feel like the combination of remote access obviously, as a fundamental thing that we now
are all embracing as an industry, broadly, the combination of that. And the ability of virtual worlds
to put people face to face in a much more memorable and comfortable way is something that will
drive changes. And I agree with you, I actually think if you look at something like Ready Player
a work of fiction the thing that was left out when they made the movie, in my opinion, was this
implication for education. The very idea was that kids were now going to school from home using
virtual reality. They left that out of the movie, which I found so frustrating because I agree with
you. I think that if we make it much, much easier to do continuing education, for example, or
training, we’re going to disintermediate universities in some regard, you know. I’ve talked to
schools about this and see a really different kind of delivery pipeline for education. And I think as
you say that the key virtual world experience, key technologies that enable that kind of experience
are exactly what’s going to make it possible and a distinctly better experience than what we’re
doing today, mostly with online video conferencing.

Ravi Kumar 08:22

And it’s going to be much more immersive if you could intertwine it with work. The current Internet
in its centralized form, has very imbalanced creative economics. People are upset about data
controls and monetizing attention. In some ways the future will be built on web 3.0 technologies
decentralized ledger. This holds the promise of creating a more equitable balance between
participants and creators with this potentially leading to a participantled economy bridging the
divide. How do you think this economy will shape up? I know you did a little bit of that in Second
Life as well, your economics is not related to advertising and promotional activities, it’s more
subscriptionbased.

Philip Rosedale 09:37

I observe that the internet is still very decentralized for a lot of experiences, for a lot of companies.
When you help a company put a new service or a product online, fundamentally, you know, you’re
generally enabling them to operate in what is still a very decentralized way. But you are right, a
couple of companies, you know, probably most notably, Facebook and Google, have built
business models around being an intermediary that captures a large share of creator content as
it’s delivered to the world through social media. And I do agree with the enthusiasm around fixing
some of that intermediation. But I would note that, it doesn’t apply to the whole internet. Second
Life was a very interesting experiment in an early cryptocurrency that was sort of partly
decentralized and partly centralized. And so, it’s a fascinating kind of case study for the future
right now. And it enabled people to engage in trade in a very fair and open and kind of micro
transaction sort of way. And as you last said, and I’ll repeat it, Second Life is a demonstration that
you can have a great business that doesn’t manipulate behavior or get in the middle of content
creators. And I think those two are sort of the same problem. Second Life is a business based
entirely on fees, transaction fees, and land fees, and therefore, you know, doesn’t get in the way
of the creators and, the company still generates more money per user per year than Facebook
and Google.

 

Ravi Kumar 11:25
In some ways, the economics model is very different as well, I was wondering whether the
economics pushed you to not grow, or it’s the other way around Facebook has two plus billion
people. And I heard you quoting in one of your interviews, saying that this decision to live in the
digital world is a serious one. And people have to think through how much serious time they would
really spend on this virtual reality. I’m kind of curious to know, is there a learning from your Second
Life experience?

Philip Rosedale 12:14

You are right. When I started Second Life, like a lot of entrepreneurs here in Silicon Valley in the
late 90s, early 2000s, it sort of seemed like everything we could offer people online was a good
thing. Looking back now, more than 20 years later, I think we made some mistakes. There were
certainly reasons to not spend too much time on your phone or on social media or on the internet
overall. And so I think that, it’s a very fair point. And going back to what you said about stabilizing
a million people, I’m pretty sure that Second Life didn’t stabilize because people are not yet ready,
mostly, to engage particularly in social and entertainment experiences online, we still have
fundamental research we need to do. And Second Life is proof of this with its smaller base of
residents, that we still have work to do to make the social and entertainment experience
compelling for people. And as I’ve said before, I’m not even sure that’s a bad thing. I think, as you
started to say, we should be very cautious about how we spend our time and why we’re online
and what we’re doing when we’re there.

Ravi Kumar 13:30

In fact, there’s interesting research stats last year said that, at an average 46% of the people
use five to six hours on the phone and I’m one of them. We’ve got the point because there was
more cocreation and coinnovation by communities around the phone ecosystem, the iPhone
ecosystem. Do you see a similar evolution happening in virtual spaces? Tell us a little bit about
how that can be evangelized?

Philip Rosedale 14:24

Well, first of all, I would say that the as you say, Second Life started right at the beginning of the
smartphone revolution, we missed the smartphone like Facebook and all the other companies
that started right there in the early 2000s, when the iPhone came out in 2007. So, I think that we
all learned a lot from that moment on the smartphone and of course, the smartphone is a dominant
way that people worldwide access the internet, but the smartphone is a difficult way to be really
immersed, particularly in an entertainment or social experience. It’s much more approachable for
things like industrial applications, training, you know, things where you’re very purposeful. But the
the smartphone is a difficult way to be immersed. And so I think that’s going to set back progress
a little bit as we go toward these metaversestyle three dimensional environments. But I think the
important thing here to think about is not so much the technology or the devices through which
we access the internet, but more what we’re doing when we’re there. And I think the thing that
we’re at risk as a species right now is reducing trust and intimate communication between people.
I think that one of the problems, largely unintentional, of the internet, is that product designers
have succeeded in separating people from each other where we thought we would have brought
everybody together. So, I think that it’s important to build these metaverse worlds as we become
three dimensional as we start to have these live experiences with a focus on giving people the
same quality and trust building and collaborative opportunity as they have when face to face with
each other, as we have in real life as much as we possibly can.

Ravi Kumar 16:17

 

I’m hopeful that web 3.0 technologies, which will be the underpinnings of the metaverse will create
that trust on the internet. And hopefully we transition from an economy which is very attention
seeking to an economy which is value driven. On one side we have digital fatigue and digital
minimalism as people call it from this immersive hyperconnected virtual world. Why then do we
need to be on the metaverse? Is this an opportunity to create like an alternate world, where you
find it more satisfying, more level playing, more inclusion, and a reset of the digital divide we have
created?

Philip Rosedale 17:13

And now I’d say a couple things about that. One is, remote work. And I’m sure that your company
is on the frontlines of this with your customers. I fear as we go back from a fully remote situation,
which is dominating during COVID, to a hybrid environment where we have multiple people in a
meeting room, and then multiple people that are trying to join that meeting from remote, I think
that is both a tremendous problem and an opportunity for innovation. I don’t think we have nearly
any of the solutions yet for that. And then, you know, I think as regards digital fatigue, you know,
we spent a ton of time so far at High Fidelity looking at things like spatial audio, and also kind of
what’s wrong with video conferencing, you know, and a lot of that fatigue are these problems that
result from having a lot of faces looking at you or seemingly looking at you. And it doesn’t happen
as much in a one on one conversation like we’re having, but it does happen in a group
conversation, maybe it goes up even non linearly as you increase the number of people in the
room. So I think that there’s a positive opportunity to give people a more relaxing, less fatiguing
experience, say as avatars in virtual spaces and address some of the research and the problem
that you’re talking about.

Ravi Kumar 18:49

I think working all remote is relatively easy. Working physical of course, we’re used to. Hybrid is
harder, because you just need to create an equality of experience between the physical and virtual
worlds. What are the biggest challenges for experimenting with the metaverse for companies that
are intrigued by it, but don’t know where to start with? The use cases are not very mature. What
should companies be thinking about if they want to start this journey?

Philip Rosedale 19:32

I talk about this a lot as it relates to broad uses of the metaverse. But you know, people like to try
things like VR headsets, for example. And even virtual worlds with avatars, they’ll try it one time,
and they’ll never come back again. But they’ll actually report the experience as being a positive
one, which is actually a fascinating finding in product development. But what I would say for you,
for your customers is to think about starting small with a very specific use case, getting it working,
and then being very particular about post testing, that people prefer it to, say a video conferencing
equivalent or to whatever they were doing before, and really being thorough about that user study.
Because it’s easy to be mistaken and believe that you have something working, that is fatiguing
or, or has too high a transaction cost, you know, putting the headset on or whatever, and ultimately
doesn’t get used. We’ve seen a lot of that on the consumer side. And I think you’re going to see
the same thing on the enterprise side as people try to build solutions.

Ravi Kumar 20:37

We know that the real metaverse is years away. When do you see the metaverse evolving to a
general purpose, population grade technology or a general purpose population grade platform
scale? What do you see are the technology advances which are critical for the evolution of the
metaverse in the future?

Philip Rosedale 21:39

 

We’ve got the hardware that we’re going to use. So there’s the virtual world and metaverse
technology deployed to the desktop. And then there’s the second stage technology deployed on
either AR VR goggles. Let me talk about the AR and VR goggles. I think they’re ways out farther
than people think. Except for industrial applications, like simulation and training, which we touched
on earlier for entertainment and casual use business meetings, live events and things like that. I
think the VR headsets and AR devices are more than five years out at this point. The reason for
that is that there’s just critical work such as weight, just comfort, the feeling of being blindfolded
in the real world that are very difficult physical problems to address in the hardware. So, I think
we’re far out there. If you bring it in closer, though, to say, the desktop devices, desktop and
smartphone will dominate us over the next five years. The challenges there, as you say, to get
from the hype stage to really, really heavy usage are related to I think two areas. One is the nature
of the avatar, we have to build a virtual person that is comfortable enough for a regular say
business person to come to a meeting wearing they have to be comfortable being an avatar. I
think we’re close on that but we’re not quite there but there’s a lot of good evidence in the
marketplace. You know techniques like epics, meta humans, and you know, there’s bunches of
bits of examples coming out that show us the way there. But I think over the next five years, the
first area is the quality of the Avatar that’s going to have to get a good deal better to get the
average person to come to a meeting. The second thing is getting a lot of people in one place.
This is partly what we’ve worked on with High Fidelity and audio. Many human experiences as
we know our experiences where there’s say more than 100 people in attendance, you know,
whether you’re talking about a freshman college class, or a music event, or almost any kind of
entertainment experience, you’ve typically got a lot of people standing around, and the technology
needs to get there to enable lots of people in one place. The examples we’ve seen over the last
couple of years have been toy examples that typically have a dozen people in one place. Second
Life got about 100 people in one place, but barely. High Fidelity has done some tests with 500
people in one place wearing VR headsets. But in any case, we’ve got to get to the kind of audience
size that you would say, have visiting a website. And we’re not quite there yet. And so, I think the
next five years are going to be critical to see Avatar improvements at scale.

Ravi Kumar 24:20

Phillip, do you see interoperability between different metaverse is in the future?

Philip Rosedale 24:32

There’s going to have to be some interest. But I think the ways we’re talking about it today don’t
really make a lot of sense. Today, people are talking about, say, wearing the same tennis shoes
between two or three different video games. But I don’t think that’s very likely to happen because
game are by design their own universes, they have a holistic quality to them, which is implicit in
the design of them and then in their appeal. So, I think the conversation about how we drive a car
from Fortnite into Among Us or something like that is kind of a silly conversation. But the business
conversation, on the other hand, about how you might come to a business meeting, wearing a
suit that you bought, is a very important one. And I think it’s there that we will see some
interoperability standards continue to develop. I mean, there are early fledgling efforts around that
right now. But I do think, once we have business use cases that are real, we’re definitely going to
have content interoperability that will fall out of that. And I think the network effects will drive it to
happen as producers want to have their content accessible on more platforms.

Ravi Kumar 25:35

So well said, the metaverse will have a network effect. You know, I actually wish that the next
time you and I talk to our audiences, we will do this conversation in the metaverse.

Philip Rosedale 25:55

 

Thank you very much for having me. It was great.

 

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

 

Linden Lab to Start Charging Sales Tax on U.S. Second Life Users This Month

Linden Lab to Start Charging Sales Tax on U.S. Second Life Users This Month

SL Linden Lab sales tax

Well this is a bit of a bombshell for Linden Lab to drop on a Monday:

The Wayfair Sales Tax case decision by the Supreme Court was when prior rules about sales tax really changed. Since then, we have done our best to shield our residents from these taxes as long as possible, but we are no longer able to absorb them. As of March 31, 2022 we will begin charging sales tax in the U.S. For the time being we will charge taxes only on recurring billings, such as premium subscriptions and land fees. The amount of tax charged will be communicated clearly in the receipt or invoice… Your individual charges will be determined by your local jurisdictions.

Sales taxes vary quite a bit across the United States, and can be extremely high. On the very top end, major cities Los Angeles (hey that’s me!), Oakland, Chicago, and Seattle charge around 10%.

So as an example, if you own a private sim and you live in Seattle, where tax rates are 10.3%, your yearly sales tax hit will come out to about $283.

Which is quite a lot! I have to think this will have a huge impact on the Second Life economy and the community culture as a whole. Then again, SL users in the European Union have been paying a VAT on many Second Life services for years. And yet then again, Americans tend to be much less tolerant to paying taxes. There a whole virtual tax revolt in Second Life modeled on the original American tax revolt over this!

Another interesting aspect of this: I believe this is the first time that the Second Life virtual world will be directly impacted by a US Supreme Court decision:

South Dakota v. Wayfair, Inc., 585 U.S. ___ (2018), was a United States Supreme Court case in which the court held by a 5–4 majority that states may charge tax on purchases made from out-of-state sellers, even if the seller does not have a physical presence in the taxing state. The decision overturned Quill Corp. v. North Dakota (1992), which had held that the Dormant Commerce Clause barred states from compelling retailers to collect sales or use taxes in connection with mail order or Internet sales made to their residents unless those retailers have a physical presence in the taxing state.

Curiously the 2018 decision was not split along the usual partisan lines, with the conservative justices Thomas, Alito, and Gorsuch voting in the majority, along with center right justice Kennedy and… beloved liberal icon the Notorious RBG!

Thank you for your continued support of Zoha Islands/Fruit Islands Have a great week!

Second Life Community Rallies to Help Ukraine-Based Creators on Platform Second Life Ukraine tribute

Second Life Community Rallies to Help Ukraine-Based Creators on Platform

Second Life Ukraine tribute

A Tribute to Ukraine  – “Long may Ukraine stand proud and free.” by Rhaenys Targaryen

Update, 2/26: Bumped up for weekend support!

This is a Google Spreadsheet of Second Life stores and website Marketplace shops owned by Ukraine-based creators on the virtual world platform. It was quickly created by SL community members within the first 24 hours of the Putin regime’s invasion of that country, with a goal of supporting these merchants with L$ purchases — which they can subsequently convert into their local currency. (Whenever, that is, they are able to find a stable Internet connection in the now-embattled region.)

I have not yet personally verified that all the listed merchants are indeed based in the Ukraine, but a top expert in the SL economy confirms that these brands on the list, at least, definitely are:

The “Ukrainian Stores” list, as it happens, was created in great part by Second Life users based in Russia, who are now sickened by their government’s military assault:

“I am Russian,” as list founder Akirakiyoi Resident tells me. “We do not support Putin and vote against him in elections but it doesn’t help since there is no fair election in Russia. And of course, we do not support this violence. Russian and Ukrainian people have always had a strong connection.”

In fact, he is personal friends with many of the Ukraine-based Second Life users on the assistance list, Akirakiyoi tells me. He reached out to other Second Life-based friends across Russia and Ukraine, to add other merchants.

“I can’t stand on the side when horrible things [are] happening to my friend’s home,” Blossom Nova, another Russian-based SLer who is helping compile it, tells me. “I’m totally broken. We all feel useless not being able to do anything and be close to people we love.”

Akirakiyoi is still compiling Ukrainian-based merchant names, so if you know any that aren’t here, please message directly in-world, or post details in Comments below.

Hat tip: Cajsa Lilliehook and Barb of Fifty Linden Friday.

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

Second Life Beat ‘Metaverse’ Projects to The Punch

Second Life is an enduring virtual world by Linden Lab, and people should pay attention to the future of this 20-year-old ‘metaverse.’

portal tunnel in second life

The world’s biggest tech giants are betting on the metaverse. Meta (once Facebook) envisions a future of virtual and augmented reality for both work and play. Microsoft recently acquired Activision Blizzard and its monumental amount of IP, describing this as part of its strategy for creating the “building blocks of the metaverse.” Many have pointed out that no tech giant has delivered a metaverse in any meaningful sense of the word. However, the core ideas of the modern-day metaverse push may have been realized in Linden Lab’s Second Life project, which is currently seeing a resurgence.

When people refer to the “metaverse,” they generally tend to be talking about connected, virtual 3D worlds. Arguably, previous products and games have already demonstrated the concepts and virtual activities that companies like Meta want fans to be excited about: games, 3D creation, virtual gatherings, virtual currencies, and so on. But no other company has done it quite like Linden Lab with Second Life.

How Second Life Already Built a ‘Metaverse’

doll house world second life

Linden Lab’s Second Life has been operating since 2003, at times reporting millions of active users in self-made virtual worlds complete with property sales, a market of virtual goods, and a functioning economy that self-reported being worth around $500 million in GDP around 2007, according to Time. Some Second Life users tried to earn a living, others expressed alter-egos, in some cases they held virtual weddings, built dream homes, and followed the title by living second lives.

 

Second Life is essentially an example of a metaverse with a centralized authority. While Second Life wasn’t intended to change real lives, it still demonstrates many of the concepts present in Meta’s idea for the metaverse, among others. Second Life has built an enduring community of millions who are “living” together in virtual spaces.

Second Life founder Philip Rosedale returned to the project after it saw a resurgence during the COVID-19 pandemic. He told CNET that the metaverse may have its place in the world, but the adoption of VR is a separate issue. Rosedale believes consumers probably won’t want to be “blindfolded” with a VR headset, and this seems to draw from Linden Lab’s experience with Project Sansar.

Linden Lab’s Sansar Was Ahead of Its Time

people together in sansar

In 2014, while Oculus was bought by Facebook as it tweaked its Oculus Rift headset, Linden Lab was announcing a next-generation virtual world known as Project Sansar (later named Sansar). It was a major project endorsed by the late Ebbe Altberg, who had then been CEO of Linden Lab for only four months. Altberg wanted to simplify “VR experience creation,” according to the press release announcing a content creator test in 2015, developing a creative virtual world that the public got access to in 2017.

One popular location in Sansar, opened in 2018, was Aech’s Garage from the Ready Player One movie adaptation. Linden Lab’s idea of what VR platforms could be felt distinctly more playful and realistic than Meta or other tech giants suggest today. However, they were also just as forward-thinking. In mid-2019, Sansar partnered with Monstercat, a Canadian electronic music label, to bring live performances to the platform – akin to Fortnite‘s Marshmello concert earlier that year.

 

Despite initial excitement, hype around consumer VR tech cooled off in the late 2010s. To this day, VR adoption is slow-going, though experts have previously predicted that millions will use VR headsets by 2025. Sansar was arguably ahead of its time, and Linden Lab must have thought so at the time. It sold Sansar to Wookey Projects in 2020 and refocused on Second Life.

While Second Life might not represent the broader vision of the modern metaverse, it was arguably the closest thing at an earlier time. One of Linden Lab’s current projects, the Tilia Pay system, is designed to support economies in virtual worlds, suggesting Linden Lab is still interested in developments outside Second Life. At any rate, with decades of experience under its belt, it will be worth paying attention to Linden Lab’s journey, and where it is headed to next.

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

 

 

SPEEDUP Are Stealth Programs Slowing Your PC?

As part of the startup sequence for your Windows computer, there are a bunch of programs and scheduled tasks that automatically run, before the familiar desktop appears. Most of them are essential; some are dispensable; and others may be malicious. Read on and learn how to tweak your “autoruns” to improve performance and security…

 
 

Ready to Tune Up Your Startup?

There are many software tools designed to keep your Windows system tuned-up and running as efficiently as possible; see this article, Seven Free PC Maintenance Tools. Some utilities, like Advanced System Care, are designed for one-click simplicity. Today, I want to discuss a powerful maintenance tool that requires a bit more effort from its user.

Autoruns for Windows provides information that can reduce Windows launch time, free up memory and other system resources, or help you track down especially stealthy malware. It shows you all programs that automatically run when your PC boots up or a user logs in, and what extensions load into various Windows processes such your browser or Windows Explorer. It works on Windows XP and higher, including 64-bit versions. This free software was created by Mark Russinovich, who currently serves as Chief Technical Officer of Microsoft’s Azure product.

The Windows System Configuration Utility (msconfig.exe) lets you view and disable a number of startup files and services, but it omits a lot of things that Autoruns catches: toolbars, browser helper objects, Windows Explorer shell extensions, to name a few. These items can be hiding places for malware or they may simply be long-forgotten, unnecessary burdens on your system.

To get started, download the Autoruns.zip archive and extract its contents to a folder of your choice. Then just double-click the Autoruns.exe (or Autoruns64.exe) file to start the program; there is no installation required.

Autoruns displays the name and location of each auto-running item. Double-clicking an entry takes you to its directory or opens its registry entry in the Registry Editor. Unchecking an entry disables its automatic execution. The Del key deletes an item from your system. For registry entries, it shows the exact registry key. For files, it shows the directory path and file name.

Left-Click, Right-Click…

Right-clicking on an entry opens a drop-down menu with several options. “Search online” is one of the handiest drop-down options; it launches a Web search using your default browser and search engine, effectively asking “what is this thing?” The search results can help you decide whether the item should be left alone, deleted, or disabled. After right-clicking an entry, you’ll also see other options, including Delete, Jump to Entry, and Jump to Image. I’ll discuss them in reverse order they appear. Jump to Image will open File Explorer to the folder that contains the item, and highlight it. Jump to Entry will open Registry Editor and highlight the entry that controls the behavior of the item. (If it’s a scheduled task, Task Manager will open and show that item.) Delete will do what you’d expect. If it’s a file, it will be deleted from the hard drive. It’s it’s a registry entry, ir will remove that entry from the Registry.

I would advise against using the Delete option, unless you know for sure what you’re doing. Randomly deleting files or mucking about with the Registry is a bit like doing brain surgery while blindfolded, or shooting mosquitos with a machine gun. Apply your preferred metaphor.

“Check Virus Total” is a new option found in version 14 of Autoruns. VirusTotal.com is a Web service that scans files or URLs with a total of 57 anti-malware engines. When Autoruns checks Virus Total, you’ll see a ratio such as “8/57” to the right of the item selected. That means 8 out of the 57 anti-malware engines flagged this item as malware. Double-click on the Virus Total ratio to see the full results on a VirusTotal.com Web page. Note that a VirusTotal score of 1 or 2 is probably a false positive, and not an indicator of a virus. On my computer, CCleaner and Google Chrome both got a score of 1, but there’s no cause for concern there.

The Autoruns screen is a bit busy, possibly overwhelming at first glance. But there’s a way to eliminate the items that do not require immediate attention. The Options button on Autoruns’ main menu lets you hide or unhide groups of entries, reducing the number of items that you need to examine. Hiding all entries signed by Microsoft, for example, limits your view to third-party software. If you hide both Microsoft-signed and VirusTotal Clean entries, you can focus on items that are either unverified or potentially malware.

I recommend that you click Scan Options on the Options menu, then check the boxes labeled “Check VirusTotal” and “Submit Unknown Images”, then restart Autoruns. It will then check all items against the VirusTotal database and display the results.

Images highlighted in red are “unverified,” meaning no digital signature is attached that enables verification of the author’s identity. That doesn’t necessarily mean it’s malicious, just that it requires that you check to see if it’s something you definitely want or need.

Images highlighted in yellow are missing a target file. You may want to delete such items (after doing a web search) so that Windows doesn’t waste start-up time trying to launch programs that aren’t there.

Autoruns is a powerful tool for deep troubleshooting. But don’t use it casually or you may delete something that your system needs in order to function. If you fear a finger-fumble, create a System Restore point before making any changes, and you’ll be able to undo any mistakes. To create a restore point, click the Start button and type, “create a restore point” in the Search box. Click the “create a restore point” link in the search results and then click the “Create” button at the bottom of the System Protection tab that appears.

Remember a fast system will run Second life much better.

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

Second Life Destinations: The Meroe Museum

This week Ras Solaris, curator of the Meroe Museum, eloquently describes the value of sharing culture as a way to enable an authentic and three-dimensional understanding of the Black community.

Ras describes the Meroe as a “hub to learn the origins of all cultures in an interactive and engaging way. {It’s} Focused on providing a safe space for people to discuss cultural differences and to challenge current ways of thinking.” Ras became a Resident years ago, recently returning from a hiatus “because I noticed the amazing changes in technology, architecture, and the incredible amount of multiculturalism from across the world. Although many spend their time on FB, I prefer the Metaverse space, Second Life… where privacy and content creation are key for Residents to be able to help create in this amazing world.”

Throughout the video, Ras illustrates how a more thorough understanding of other cultures can help deconstruct bias. He also shows us the humanizing power of diverse representation in all fields of study. For example, the Innovation and Black Inventions exhibit presents essential items from modern life that, unbeknownst to many of us, were invented by Black people. By tying in the contributions of Black people in the physical world to the creations of Black Residents in the virtual world, the Meroe reminds us that every avatar you meet has a rich history that led them to this moment.

This venue has two exhibit halls, a vibrant gallery, and don’t forget to explore outside the museum walls! THE BLVD. and Jamrock City offer a variety of terrains, seasons, and exploration. 

Plus, mark your calendars, as there will be a two day music festival at the end of the month. However, Ras wants us to know that the Meroe Museum will not disappear at the end of Black History Month. We hope that patronage continues to be robust throughout the year, and that the knowledge gained in this space breeds kindness and positive change. As a bonus, Ras tells us  “100% of donations are given to RL not-for-profits focused on community service and STEM programs.”

Contributors to this project include:
Fly Toretto: An inworld automotive designer, Fly’s contribution is a part of the Innovations and Inventions Exhibit that highlights core inventions created by Black people that we use in our daily lives. 
Diamond Martinez: Founder of Rho Gamma Psi sorority, Diamond’s contribution is a part of the Kente Cloth Exhibit that highlights the traditional cloth and the history and messaging behind it.
Alora Taurus: Model, Artist, and Photographer. Alora’s contribution is a part of our Tech and Communications and the Innovations and Inventions Exhibit. Her art titled “Cosmological” is featured in both exhibits.
Dehja Dahl: Model, artist, and photographer. Dehja contributed her recent art piece, which incorporates the work of the infamous artist, Basquiat. Her art is featured as part of MEROE standard communications and will be featured in the Basquiat Exhibit this summer. 
Ms Warm: Owner of Business Minded, a networking business group. Ms Warm specializes in identifying SL Residents with high-value unique offerings. She is an avid entrepreneur in the community who has a keen eye for representation.
GiGi Monet: Director at MEROE and founder of The BLVD., GiGi specializes in creating interactive experiences in Second Life. She is passionate about bringing in quality, process, and structure into aesthetically pleasing viewscapes. GiGi’s contributions to the Museum vary from Operations, Graphics, Marketing, Landscaping, and more. 
Tyesia Xevious: DJ and CEO of Frequency Radio, Tyesia is our main Media contributor and has curated an afro-centric experience on Frequency Radio, which is currently featured on the region. 
Nedar Koba: As a mesh designer, Nedar specializes in creating high quality unique designs. His contribution includes the Adinkra symbol, which happens to be the only Adinkra symbol created in Second Life, the Gye Nyame that you see throughout the region. 
The BLVD.: Home to MEROE Museum, JamRock City Residential Community, and A XeoLife Roleplay Shopping and Dining Experience. The region is lightly based on tropical islands around the world with a flare of luxury, serenity, and waterfalls surrounding you. 


We’d also like to share the other ways we are celebrating Black History Month inworld: Pic of the Day will feature a Black Resident, don’t miss our weekly Second Life Spotlight posts, and please visit the Social Awareness Category of the Destination Guide.

Video Production Credits:
Draxtor Despres

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MEROE Museum – Home of Black culture

MEROE Museum, is the Home of Black and Aboriginal cultures in Second Life. The Museum’s purpose is to provide a safe space for the repository of black culture from across the diaspora, and a place for dialog in an effort to resolve many of the conflicts that plague our communities. During Black History Month they will have many activities including a bookstore and an art gallery.

Visit in Second Life

Have a Great Weekend From ALL of us at Zoha Islands and Fruit Islands