electronic museum

Entries categorized as ‘second life’

Everyware. Bring it on.

February 1, 2008 · 2 Comments

augmented reality bookI love it when people as influential as Tim O’Reilly blog about stuff which really floats my boat. I’m an enormous fan of the concept of Everyware – the ubiquitous web – augmented reality – the spime – the whole notion of accessing the web from the “real” world, not just from a desktop PC.

Tim (my mate Tim. Ha ha. If I didn’t like what he had to say I’d call him “O’Reilly”..) mentions what looks like a great book called Augumented Reality: A Practical Guide. He goes on to post about the overlaying of the web on the real world and vice versa. This is exactly where the ubiquitousness of mobile devices is likely to take us, IMHO.

On what I thought was a similar vein, I got really excited this morning when I first saw myvu and figured (before I’d seen the really boring video) that it was going to be a kind of “personal HUD“. In fact, it’s “just” a pair of glasses with a TV in them (notice how I belittle what is obviously an enormous step in technology, one that would have made Bond weep with joy only 5 years ago..).

The overlaying of virtual on real is one of my major excitement factors for where the web goes from here. As soon as you start getting stuff like Google Earth and more importantly Keyhole (now Google Earth Community) and Sketchup integration – UGC style – with that environment, the augmentation starts to gather weight as being not only exciting but useful too.

The obvious missing links are tantalisingly solveable, too. With “out and about” computing, the always-on data plan is fixing the “device is cleverer than network” issue. The remaining link – “where, exactly am I?” is nearly fit for purpose but not quite fit for purpose enough. GPS (if you have it) gets you accurate location, but as Tim says – not internally, not per floor of building, not centimetre accurate. There is of course cell location (accuracy maybe 300 m in urban locations, and available on any phone) but that isn’t cutting it, either.

I also posted about how a future where images could be knitted together and then used to create wireframed 3D environments on a map. Now chuck in the augmentation element – real time data overlaid on known location – and stuff suddenly gets very Minority Report indeed.

Categories: community · content · everyware · location based · mobile · second life · ubiquitous · virtual world · web2.0

Kid nicked for virtual theft. So what’s new?

November 17, 2007 · Leave a Comment

habbo sofaThe news that a Dutch teenager had been arrested on suspicion of stealing £2,800 of virtual furniture in Habbo Hotel raised a load of eyebrows, both across the blogosphere and in the mainstream media last week. It’s typical of the tabloid press to revel in this kind of thing but even (!) the Guardian on Saturday took an irritatingly hysterical viewpoint. “As a teenager is arrested for stealing pixels…” the article began, before going into further details about the crime.

There’s nothing whatsoever different about this theft: it isn’t about theft of “pixels”, any more than stealing credit card details via phishing is stealing pixels. Currency on Habbo Hotel – as in Second Life, or There or Entropia or many of the other virtual universes – is currency directly exchanged from “real” money just as you exchange dollars for pounds or lira for euros. Stealing “virtually” is therefore absolutely stealing “really”. Given that in these worlds the currency exchange is also increasingly two-directional (i.e. your virtual currency transformed back into “real” currency), the line blurs even more. “Don’t stop that man: he only stole my lira, not my real money” isn’t a likely cry – so why are we so full of the “new horror of virtual theft” when the money is just money but in a different currency?

The second argument: that many people (mainly those who don’t spend any time in these worlds) can’t understand why these virtual currencies should have value in those worlds is understandable, but immaterial. If you had never spent any time in Greece you wouldn’t understand the immeasurable value of a bottle of Amstel on a hot day. In a virtual world, looking cool (and therefore spending money on how you look in that world) is very, very important to people who spend time in those worlds. People like looking cool in the real world: why would it make any difference in a virtual one?

Nobody bats an eyelid at paying a huge quantity of money for a diamond: the only reason we rate gems is because they are rare (now how weird is that…?) Inherently, when you start to think about it, nothing apart from food, water and shelter actually have any value at all…

Anyway. Obviously time for a beer. Theft is theft is theft, virtual shoes, real shoes, virtual property, real property, virtual money, real money.

Next story, please…

Categories: museum · second life · social network · virtual world

Photosynth – the emphasis is wrong

August 6, 2007 · 4 Comments

Microsoft have released another demo for Photosynth, this time of space shuttle Endeavour on the launchpad.

To date I’ve *almost* loved this technology – the means by which the software automatically patches together bits of images is ridiculously cool. The end result is very slick, but feels slightly as if the presentation is more important than the content, and hence a slightly empty experience.

Photosynth screengrabWhen I was playing with it earlier, I realised why. Although they’re positioned as being the raison d’etre, the images aren’t actually the exciting thing about this demo. The exciting thing is when you click the “fly around” icon and see the 3D markers which have been generated automatically from the 2D pictures. If the software could go a little bit further and generate wireframes from the spatial and colour information in the pictures then an entire browseable 3D view could be built up. Instead of just flying around the shuttle, you’d be able to walk straight into it, under it or fly over it.

Now take this and extend the concept again – imagine if you could then take that generated 3D rendering and then build this out into existing virtual worlds – for example Second Life or Multiverse

Then you’d be able to take a bunch of pictures of the real world and have that rendered into virtual world pretty much automatically. Result: the entire real world world browseable online…

Categories: design · innovation · second life · virtual world · web2.0

Multiverse…Ning for 3d worlds

August 5, 2007 · 1 Comment

Last week Kurt Stuchell did a potentially interesting thing by setting up a Ning site for Museums. He called it the Museum and Educational Social Network (MESN) and so far it seems to be gathering some traction as a place to interact about all things Museumy. With Facebook on everybody’s lips and screens at the moment, the Social Networking Site has never seen so much action, and it’ll be interesting to see how/if MESN develops.

The nice thing here is that the investment – at least financial investment – is zero. Ning lets you create social networks for free, so you can sling something out there and see what interest it gets without any developer or design activity.

MultiverseTo date this has been a really big stumbling block for 3D worlds. Yes, you can create objects in Second Life for example, but you can’t create an entire environment which is yours and yours alone without having some really serious 6-zero figure in mind before you even start.

Multiverse is attempting to change that. On 2nd August, they announced the opening of their Virtual World Development Platform;

…a comprehensive software solution that gives development teams the technology, tools and assets to create virtual worlds for almost any purpose, including games and business tools…

Their business model is very Ning-like: they provide this platform for building 3D environments for free – the way they make money is by charging 10% of the end-user gross revenue. If there is any…

This is another fascinating slant on User Generated Content – as a business model, they will be relying almost entirely on end-users to cover their (presumably huge) original capital investment. As a self proclaimed Second Life cynic, (but addict of competing 3D social environment, There), it’ll be really interesting to see where this goes and how easy it *really* is to start building these kind of environments. I’ll play and let you know…

Categories: community · efsym2007 · museum · second life · social networks · ugc

Web Adept

June 24, 2007 · 4 Comments

Web Adept‘, the UK Museums on the Web conference has been and gone, and I reckon it’s been another interesting year – I really enjoyed helping pull together Mashed Museum and the conference day itself was good too, no to mention the usual opportunities to get together with people you haven’t seen for a while and do some talking.

Overall, one of the things which struck me is that it feels each year as if the mood and pace lifts a little bit more, which is great. Once there was a time when delegates seemed to be endlessly worried about lack of resources and focussed on problems rather than solutions. This year, both at Web Adept but also at the SF MWeb conference, it all feels more upbeat. There is still frustration at the usual ‘museum treacle’ (I noticed Seb used this phrase a couple of times – it’s catching on!), but also a lot of energy. People are starting to do incredible things with not much cash and few staff, and that’s great news…

Here’s a few highlights of the day:

Seb Chan from the Powerhouse gave a keynote on social tagging. They’ve done it with their online collection and have huge quantities of quantitative and qualitative data about how successful it is. Some of the ideas he presented were really fascinating – he highlighted for example the tendency of museum sites to focus more on search (a very cataloguer/librarian/curatorial approach) than browse (the way we naturally – in the real world – work with quantities of content). The lessons from Seb are that social tagging *does* work next to ‘traditional’ taxonomic structures, but also that you really can make this stuff happen with a small team, lots of enthusiasm and some users to test with.

Michael Twidale talked about museums in Second Life. He gave a general – and I’m glad to say, still open minded overview of what museums are doing in there.

I’ve recently been back on Second Life with a new PC. The experience was better – at least it loads – but I’m still slightly bemused by the whole thing. I knocked about a bit, got to grips with flying, checked out a couple of places, but then got bored… The thing is that I’ve been pretty addicted to another 3D world for a while now – www.there.com. With this space there is a very obvious purpose – it’s easy to meet people, pleasant to chat (both text and voice), well designed and pretty engrossing from a social perspective. Second Life on the other hand is ugly and clunky, and in my experience I’ve found it a lonely, unsociable and fairly unsatisfying place to be. Yes, the building aspect is interesting and yes the moves they’ve made towards API’s tweaks the right knobs, BUT it’s a steep learning curve to build stuff when you’re not actually sure *why* you’re building it in the first place. I’m not totally anti SL, I just need convincing that it does something useful. I’d also really like to get to the bottom of their apparently impressive user figures. I would bet at least half if not way more of those are single-time ‘tried it, left, never came back’.

Anyway. Next up was me. I gave a very quick overview of what mashups are and why we should be interested in them, and then ran through the stuff we built.

Nick Poole from MDA did an interesting session on the various legal issues surrounding UGG – his message ‘worry less, do more’ was refreshing and very much in parallel to my own position on this stuff. Then Alex Whitfield from the BL asked some very interesting questions about sacred images online: specifically, how to be sensitive to cultural groups who have different responses to religious imagery and icons; but more generally asking questions about context. What if an image of a sacred cow is aggregated by Google next to some material which religious groups would find unacceptable? Take for example this search – is the page of aggregated results acceptable to all users (”serving sacred cow daily” next to images which some users would consider sacred) ? And am I being unsensitive to these groups by linking to it? This in itself is interesting, but when you extrapolate along Web 2.0 lines – your objects and images being taken out of their original context – it starts to ask some more questions. Very thought provoking.

The first afternoon sessions were on UGC, how to handle shared ownership, authority. I won’t cover them further here but hopefully the presentations will be online soon.

After that, Jon Pratty from the 24 hr Museum (new name – er, for the museum, not Jon – coming soon, apparently!) ran through the findings of the Semantic Web Museums Think Tank – then Paul Shabajee from HP talked about an application they developed which does some semantic stuff. I grabbed Paul’s card and will be heading over to HP at some point to see in a bit more detail what they’re up to. It’s a relief to see something that does Semantic stuff – it’s so often just a concept without any actual real word examples. But – and Paul confirmed this during the session – it still comes down to the age old rub: you only get more out if you put more in. From my experience, it’s hard enough getting curatorial staff, digitisers or anyone for that matter to fill in 15 DC fields with any reasonable accuracy or meaning. Yes, technology can be clever in helping create links and suggestions for semantic meaning, but at the end of the day it just isn’t going to happen in the real world if it’s too hard. Take RDF vs RSS (unfair comparison I know, but you get my point). The simple, easy to do technology wins. So the enduring question – is SW just too hard, and if so, will it ever get easier as computer processing gets more intelligent? If I knew, I’d build it and retire.

Brian Kelly rounded off the day with his talk on accessibility. His only problem was that everyone agreed with him (and Ross asked him to create a punch up…) and me, banging on (sorry everyone – you know I’ve got a bee in my bonnet about this) . Either way, it’s a spot-on talk which I will link to when Brian’s uploaded it.

All in all a really great couple of days. Ross is a star getting this together every year – thanks loads to him and to all the sponsors.

Categories: conference · experimental · innovation · museum · second life · technology · ugc · ukmw07 · web2.0

Second Life: dangerously sexy (in a slightly 80’s way)

May 12, 2007 · 6 Comments

I spent the day on Thursday at Eduserv’s Symposium, this year focusing on the question: “Virtual worlds, real learning?”. It was superbly organised (”blended“, apparently!) and a very interesting day all round.

The focus, as you would expect was mostly on Second Life but several of the speakers at least gave lip service to the other 3D virtual environments such as there.com, PS3 home, 3B, etc.

What became clear very quickly from pretty much all of the speakers was that the question wasn’t going to be answered by just a day’s worth of talking: although most of the delegates (many from educational establishments) were excited but what Second Life offers, in general there were more questions than answers about what exactly the environment does for learning. This was very much the beginnings of what will be a longer – and very interesting – debate.

The phrase that kept coming up in some guise or another was along the lines of “we think it’s useful, but we’re not sure how”. This worried me at first because it flies in the face of traditional technology needs evaluation. I spend much of my time trying to find appropriate technologies to answer user requirements: the requirement comes first and the right technology is chosen to suite. What is happening with Second Life is the opposite – here, the technology is already in place, and people are trying to find ways to use it. Usually this is dangerous.

When you consider the multiplicity of environments that 2L provides for users, this back-to-front approach is probably not surprising – what is required, I guess, is a set of demonstrators against which the educational establishment can begin to measure learning effectiveness. At the same time, it is easy to be bowled over by the technology (incredibly, it’s happened to me on *cough* several occasions – well, most days, in fact…), particularly given the visual nature of what is presented by these 3D spaces.

The “lowest common denominator” approach needs to be applied. If you ask the question “can you do it better with a simpler technology?”, you usually end up with a solution which is faster, slicker and more effective. For example: if you’re trying to get across how a steam engine works or show a slowed down view of a Vickers machine gun firing, then Flash is probably your best bet. If actually you’re just trying to convey something with text and images, then use HTML. The end result is sometimes rather downbeat and particularly hard for us geek types to stomach: the less-glamorous tools are often the more appropriate.

And here’s where I see the rub for Second Life: the danger is that 3D-ness is a familiar paradigm and so it feels sexy (albeit in a fairly nasty, blocky, 80’s kind of way…). This can too easily lead down a path where the environment itself becomes the reason, rather than the experience that people are having in the environment. In a bizarre way, as Stephen Downes pointed out in the refreshing final talk of the day, this sexiness actually leads to conservatism: because the environment is interesting, the tendency is for the experience to be pretty second rate.

There were (slightly too many) moments when fairly tenuous connections with some badly formed notion of “learning” were held up as indicators of Second Life being “a good thing” for education: for example, speakers tried to suggest that real world skills (Photoshop, media editing, PR, event planning, among others…) were being learned by doing stuff in Second Life. It made more sense when Joanna Scott from Nature Publishing Group talked about their experiments, namely Second Nature (interesting stuff, terrible name) which really seemed to be using the environment to do some stuff you can’t do anywhere else.

It comes down to this: if you can do it better in Second Life, do it. If you can’t, don’t.

Categories: community · conference · efsym2007 · second life