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	<title>MUVEDesign &#187; Education</title>
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		<title>Social Media Counts &#8211; iPad App</title>
		<link>http://www.muvedesign.com/social-media-counts/</link>
		<comments>http://www.muvedesign.com/social-media-counts/#comments</comments>
		<pubDate>Sun, 10 Oct 2010 07:03:46 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=436</guid>
		<description><![CDATA[This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps. Get it via the iTunes App store now or go to the Apple App preview page 1.0 RELEASE VERSION 1.0 &#8211; Description and screen shot Social Media Counts is <a href='http://www.muvedesign.com/social-media-counts/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://bit.ly/Socmedcounts"><img class="alignleft size-full wp-image-439" title="app-store" src="http://www.muvedesign.com/wp-content/uploads/2010/10/app-store.jpg" alt="" width="250" height="89" /></a><br />
This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps.</p>
<p>Get it via the<a href="http://bit.ly/Socmedcounts " target="_blank"> iTunes App store now</a> or go to the <a href="http://bit.ly/b2dMeb" target="_blank">Apple App preview page</a></p>
<p><strong>1.0 RELEASE VERSION 1.0 &#8211; Description and screen shot</strong></p>
<p>Social Media Counts is an amazing and hypnotic real time display of eighty four user, content and business metrics across social media, games, mobile and traditional or heritage media. The data is based on actual reported numbers which are listed in the embedded info panel and this rolling &#8216;count-up counter&#8217; is a projection forward in time based on these real numbers. With over 40 million impressions already of the embeddable flash version across the web this counter gives real insight into the tsunami of content, proliferation of devices and the money being made from a range of entertainment and services.</p>
<p><strong>Features </strong></p>
<p><img class="alignright size-full wp-image-438" title="made_for_ipad" src="http://www.muvedesign.com/wp-content/uploads/2010/10/made_for_ipad.jpg" alt="" width="300" height="163" /></p>
<p>include the ability to switch in real time between the social. mobile, games and heritage lists as well as step forward in increments of day, week, month and a fixed view of a year ahead. You can also reset the counter at any point using the &#8216;begin&#8217; button. An info screen contains a list of most of the data sources used in the counter and a web link takes you to a web page with these listed and links to the sources pages also.</p>
<p>Please Note: The application is intentionally not highly interactive as it is meant to be used as a display in portrait mode only, making it readable at presentations and demonstrations to others in small meeting environments as it allows easy visibility of the amazingly large growing numbers.</p>
<p>The app will be updated regularly &#8211; approx once a month with updated statistics where available and suggestions are always welcomed for new, remarkable figures (make sure you have a reliable per day, month or year figure though!)</p>
<p>For reference here are the current list of real time counter metrics being displayed:</p>
<p><strong>Social Media Tab</strong></p>
<p><img class="size-full wp-image-437 alignleft" style="margin: 5px;" title="socmedcounts" src="http://www.muvedesign.com/wp-content/uploads/2010/10/socmedcounts.jpg" alt="" width="360" height="480" /></p>
<p><strong> </strong>new blog posts, members added on Facebook, US dollars spent on virtual goods globally, tweets sent on Twitter, videos watched on YouTube, iPhone apps downloaded, US dollars spent on Facebook gifts, hours uploaded onto YouTube, new Twitter accounts, text messages inside Second Life, US dollars made from global messaging &amp; data, iPads sold, new members on LinkedIn, pieces of music bought on iTunes, searches made on Google, emails sent globally, US dollars made in ad revenue on Facebook, sms&#8217;s sent worldwide, photos uploaded to Facebook, images uploaded to Flickr, new internet users globally</p>
<p><strong>Mobile Media Tab</strong></p>
<p><strong> </strong>new mobile phones shipped, US dollars generated from mobile games, sms&#8217; sent worldwide, new phones GPS enabled, US dollars made by global mobile data, WiFi and 3G iPads sold globally, iPhones sold, GBs sent across all mobile devices, hours of mobile video watched in USA, US dollars made from all mobile services globally, new users of mobile social networks, US dollars spent on mobile advertising worldwide, new mobile subscribers globally, new portable pcs / laptops shipped, mms messages in the US, iPhones unlocked, US dollars made from mobile music, people using location mobile services logged onto the web using mobile, made from mobile video, new mobile 3G subscribers globally</p>
<p><strong>Games</strong><br />
join a &#8216;social&#8217; game from Zynga, US dollars made from MMOG players China, quests completed by WoW players, US dollars revenue from games sold in US, user2user tranactions Second Life, transactions in Eve Online, game units sold worldwide, US dollars spent on virtual goods globally, new global MMORPG subscribers, US dollars generated from Virtual World ads, logged into Fantasy Westward Journey, virtual goods created in Second Life, US dollars invested in Virtual World companies, new US kids (3-11) subscribing to VWs, messages between Second Life users, players transactions in Eve Online, US dollars net revenue made World of Warcraft, portable game units sold, user hours by Chinese online gamers, messages posted on Gaia forums, user hours by Second Life users</p>
<p><strong>Heritage Media</strong><br />
US dollars made at the US box office, US dollars lost to US economy due to movie piracy, read a newspaper in the US, Dollars TV revenue generated globally, single music tracks downloaded, attend a US orchestral concert, US dollars made from global print ads, US dollarsÂ total spend making Australian films, US dollarsÂ total spend on making UK films, US dollarsÂ wages for jobs in US movie industry, US dollarshardcover books sold worldwide,Â kindle books sold just by Amazon,Â people in US tuning into radio, US dollarsÂ made from music concerts worldwide, US dollarsÂ made from DVD &amp; Blu-ray in US, US dollarsÂ lost by pirated music &amp; movies Spain, US dollarsÂ made from all music worldwide,Â hours of TV watched by all UK viewers,Â movie tickets sold US EU China Japan,US dollarsÂ spent on new TV sets in the US,Â printed press page views
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		<title>Will Shadows increase immersion in Second Life?</title>
		<link>http://www.muvedesign.com/will-shadows-increase-immersion-in-second-life/</link>
		<comments>http://www.muvedesign.com/will-shadows-increase-immersion-in-second-life/#comments</comments>
		<pubDate>Sun, 24 May 2009 02:00:38 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Design]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=349</guid>
		<description><![CDATA[A cross posting from JustVirtual but there has been lots of excitement about Second Life becoming a more &#8216;evocative&#8217; engine (visually speaking) for at least 18 months with lots of posts and short demo videos. Recently the Illclan&#8217;ers posted an item suggesting we are quite close to having an official Linden Lab release here, Dynamic <a href='http://www.muvedesign.com/will-shadows-increase-immersion-in-second-life/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><object width="550" height="446" data="http://www.youtube.com/v/PZM4piPxF9w&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/PZM4piPxF9w&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p><span>A cross posting from <a href="http://www.justvirtual.com/2009/05/24/the-dynamic-beta-shadows-of-a-windlit-second-life/" target="_blank">JustVirtual</a> but there has been lots of excitement about Second Life becoming a more &#8216;evocative&#8217; engine (visually speaking) for at least 18 months with lots of posts and short demo videos. Recently the Illclan&#8217;ers posted an item suggesting we are quite close to having an official Linden Lab release here, </span><a href="http://www.illclan.com/ill-blog/35-ill-blog/117-dynamic-lighting-and-shadow-engine-coming-to-second-life" target="_blank">Dynamic Lighting and Shadow Engine Coming to Second Life.</a><span> They like me are also very interested in the &#8216;controlled&#8217; lighting effects using artificial (isn&#8217;t it all?!) light sources vs the ambient &#8216;sun&#8217;. But for starters here is a quick ambient test video&#8230;<br />
</span></p>
<p style="padding-left: 30px;"><span>A quick exploration of some of my old builds which may not be there much longer! Using the Space Navigator and running Windlight in Day cycle mode (the sun and moon take a minute or two to do a full rotation)Â  to produce lots of moving shadows across the landscapes, people and builds. Rather than just show shadows I was keen to tie some &#8216;psych trance&#8217; music into fast moving space navigator footage hence the constant movement &#8211; all shots took into account the timing with the shadows too.<br />
</span></p>
<p><span>The whole process was about 1 hour of capture, 1.5 hour edit and 2 hours on music track. Music was composed on Logic Pro mostly using Spectrasonics Omnisphere plug-in software &#8216;processor-eating&#8217; synth. </span></p>
<p><span>I had access to a top end NVidia GTX280 high spec graphics card and quad processor machin so I put all SL graphics settings at max for once! The video was captured at PAL resolution using Fraps and the raw files edited using Adobe Premiere. </span></p>
<p><span>To have a go at this yourself make sure you have a top flight graphics card from NVidia or ATI and then download the Shadow Viewer client from<a href="http://www.armyof4.com/Kirstenlee/" target="_blank"> Kirsten here</a> or I believe a more recent one (that I used) from Boy Lane <a href="http://my.opera.com/boylane/blog/shadow-viewer-1-23-windows-and-linux" target="_blank">here</a>. I am not sure of the widespread use of shadows given the grunt your computer needs to handle this, windlight, voice on top of all the usual networking issues &#8211; but for those with computer horsepower it definitely brings the place to life.<br />
</span></p>
<p><span><img class="aligncenter size-full wp-image-348" title="shadows_sl" src="http://www.muvedesign.com/wp-content/uploads/2009/05/shadows_sl.jpg" alt="shadows_sl" width="550" height="387" /><br />
</span></p>
<p><span>Published &amp; created under creative commons &#8211; attribution, non-commercial, non-derivative, 23 May 2009 in Sydney, Australia </span></p>
<p><span>My Second Life sim builds included: Esperance (AFTRS), ABC Island, Melbourne Laneways, Thursdays Fictions, Deakin, The Pond and others. (I would have loved to show some more commercial &amp; arty builds but non-disclosure and all that!)<br />
</span>
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		<title>Another Hidden ROI of Virtual Worlds &#8211; Being Green</title>
		<link>http://www.muvedesign.com/another-hidden-roi-of-virtual-worlds-being-green/</link>
		<comments>http://www.muvedesign.com/another-hidden-roi-of-virtual-worlds-being-green/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 13:28:43 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[olivier carles]]></category>
		<category><![CDATA[Pierre-Olivier Carles]]></category>
		<category><![CDATA[saving money]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=318</guid>
		<description><![CDATA[A nice presentation from Pierre-Olivier Carles, who does a good job of talking about a key ROI for companies today, saving money by being greener but also getting ethical brownie points for being greener.Â  He talks more about the presentation below on the blog post on Stonefield InWorld entitledÂ  &#8216;Virtual Worlds Make Companies Greener&#8220;. The <a href='http://www.muvedesign.com/another-hidden-roi-of-virtual-worlds-being-green/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>A nice presentation from <span class="status-body"><span class="entry-content">Pierre-Olivier Carles, who does a good job of talking about a key ROI for companies today, saving money by being greener but also getting ethical brownie points for being greener.Â  He talks more about the presentation below on the blog post on Stonefield InWorld entitledÂ  &#8216;<a href="http://virtual-worlds.stonfield-inworld.com/virtual-worlds-green-it/" target="_blank">Virtual Worlds Make Companies Greener</a>&#8220;. The highlight of the video for me is a very simple and clear look at doing business and life inside a virtual space. Enjoy<a rel="nofollow" href="http://twurl.nl/ujkdil" target="_blank"></a></span></span></p>
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		<title>The Virtual Worlds Hype Cycle for 2009</title>
		<link>http://www.muvedesign.com/the-virtual-worlds-hype-cycle-for-2009/</link>
		<comments>http://www.muvedesign.com/the-virtual-worlds-hype-cycle-for-2009/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 13:25:12 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=227</guid>
		<description><![CDATA[We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH&#8217;s post Video games thrash movies and DVD, referring to the shift in Australia and <a href='http://www.muvedesign.com/the-virtual-worlds-hype-cycle-for-2009/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH&#8217;s post <a href="http://www.smh.com.au/news/technology/biztech/video-games-thrash-movies-and-dvds/2009/01/20/1232213602650.html" target="_blank">Video games thrash movies and DVD</a>, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment &#8221; video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia&#8221;.</p>
<p>But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner &#8216;hype cycle&#8217; curve. For the uninitiated here is a brief <a href="http://en.wikipedia.org/wiki/Hype_cycle" target="_blank">wikipedia definition</a>.</p>
<p style="padding-left: 30px;">Since 1995, <a title="Gartner" href="http://en.wikipedia.org/wiki/Gartner">Gartner</a> has used hype cycles to characterize the over-enthusiasm or &#8220;hype&#8221; and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted.</p>
<p><a title="Gartner Hype Cycle SVW by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3252395606/"><img src="http://farm4.static.flickr.com/3488/3252395606_bbc2c8f534.jpg" alt="Gartner Hype Cycle SVW" width="500" height="350" /></a></p>
<p>Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional &#8216;gamer/entertainment&#8217; use. MUVED created a <a href="http://www.muvedesign.com/global-investment-in-virtual-worlds/" target="_blank">post a few weeks ago showing</a> widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. <span>Raymond de Villiers, </span>CEO of <a href="http://www.wisdomgames.co.za" target="_blank">Wisdom Games</a> is very bullish about the use of these worlds for business communication in a post entitled <a href="http://www.bizcommunity.com/Article/196/16/31868.html" target="_blank">Growth of Virtual Environment Expected in 2009&#8230;</a></p>
<p><span id="more-227"></span></p>
<p style="padding-left: 30px;">Throughout 2008 the corporate world was exposed to the reality of virtual worlds, which has seen a growing influence on how companies train, market, advertise and communicate. This is a trend that is expected to continue into 2009 as organisations begin to recognise the merits of incorporating gaming into their basket of communication tools.</p>
<p>Raymond makes some mature philosophical points about how the corporate world is now host to a new generation of employee who don&#8217;t see these spaces as for geeks and timewasters</p>
<p style="padding-left: 30px;">For those who have never played a computer game in their lives, virtual worlds look foreign, sinister, scary, and like a waste of valuable corporate resources. However, for those who grew up in a world where they played virtually, their expectation of being able to apply the consequent life lessons will be expressed in their expectations of the work environment. Computer gaming, and the associated virtual worlds, will, as a result, be seen as an increasingly important infrastructural consideration.</p>
<p>Virtual Worlds News puts more of a realistic spin as regards raw investment (tracked over at <a href="http://www.virtualworldsmanagement.com/" target="_blank">VirtualWorldsManagement</a> also) into new ventures with a decline (albeit way ahead of the global recession) of venture capital put into worlds &#8211; around $101m in q4 2008. In its item <a href="http://www.virtualworldsnews.com/2009/01/101m-invested-in-13-virtual-worldsrelated-companies-in-q4-2008.html" target="_blank">$101M Invested in 13 Virtual Worlds-Related Companies in Q4 2008</a> VWNews believes that there is a move into older generation worlds and those with much more of a niche focus.</p>
<p style="padding-left: 30px;">With the harsh economy looming larger than ever, it seems like more and more focus is being put on unique niches and markets, established business opportunities, and quick-to-market strategies.</p>
<p>Around the world there are major government and state agency investments looking at the efficiencies and cost savings of using Virtual Worlds. Close to home (Australia) we have the MDA in Singapore<a href="http://www.idm.sg/2009/01/five-new-media-projects-awarded-s76-m-funding-by-mda/" target="_blank"> committing overall around $70 million </a>to project and services in the virtual world education space, creating around 300 jobs in the process too. I could go on with many examples of global investment in the public sector but we are also seeing expansion of existing services in the private sector a good example being Linden Lab buying two Virtual Goods companies XStreet SL and OnRez. As reported by <a href="http://venturebeat.com/2009/01/20/second-life-moves-into-the-virtual-goods-market-business/" target="_blank">Venture Beat</a> the micro economy around Second Life is still in growth and Linden Lab will need a slice of that pie (in small rev share of the user to user transaction) to continue its own growth. This is long overdue by the Second Life creators and Venture Beat were keen to state the obvious also</p>
<p style="padding-left: 30px;">Virtual goods have expanded to become a $1.5 billion market, but Second Life was engineered in the days before the business model was fully proven. Linden Lab residents exchanged more than $360 million worth of virtual goods and services in 2008, making the virtual economy and the ability to make a living one of the big draws of the virtual world. Top merchants in Second Life have made more than $500,000 in real money in 2008.</p>
<p>So there is definitely something afoot at the moment even in serious global recession there is a kind of exodus into virtual alternatives happening. The most important message is that developing on a reasonably stable and mature platform is not a big investment and companies, education departments and entertainment property owners should still see this investment as two key returns in the &#8216;real time, immersive arena&#8217;Â  &#8211; how to create experiential services and how to engage with a community. I leave you with a diagram I <a href="http://www.personalizemedia.com/virtual-worlds-web-30-and-portable-profiles/" target="_blank">created nearly 3 years ago</a> that shows a transition from web 1.0 to web 3.0 and let you decide if and how it maps onto my mapped Gartner hype curve above.</p>
<p><img class="aligncenter size-full wp-image-230" title="Web 1.0 to Web 3.0" src="http://www.muvedesign.com/wp-content/uploads/2009/01/web1to31.jpg" alt="Web 1.0 to Web 3.0" width="600" height="399" />
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		<title>Atmospheric Australian Virtual Macbeth</title>
		<link>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/</link>
		<comments>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 01:52:13 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Art & Literature]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Adam]]></category>
		<category><![CDATA[Adam Nash]]></category>
		<category><![CDATA[Adam Ramona]]></category>
		<category><![CDATA[AFTRS]]></category>
		<category><![CDATA[Alan Levine]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[Angela Thomas]]></category>
		<category><![CDATA[Anya Ixchel]]></category>
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		<category><![CDATA[Beth Satchjen]]></category>
		<category><![CDATA[Boris Brkic  Christopher Morris  Ophelia]]></category>
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		<category><![CDATA[interactive elements]]></category>
		<category><![CDATA[Jeff Wegener]]></category>
		<category><![CDATA[Jeff Wegener  Ian Waddely  Nick]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=211</guid>
		<description><![CDATA[An Australian project (initiated at a 2007 LAMP@AFTRS (Laboratory for Advanced Media Production) residential) called &#8220;Macbeth:What If&#8221; received further development/production funding from the NMC and the Australia Council. Project creator Kerreen Ely-Harper teamed up with producer Kate Richards and designer Angela Thomas to realise the original project, that built on the original project idea looking <a href='http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>An Australian project (initiated at a 2007 LAMP@AFTRS (Laboratory for Advanced Media Production) residential) called &#8220;<a href="http://lamp.edu.au/2007/12/07/project-what-if/" target="_blank">Macbeth:What If&#8221;</a> received further development/production funding from the <a href="http://www.nmc.org/podcast/nmc-conversations-10" target="_blank">NMC</a> and the Australia Council. Project creator Kerreen Ely-Harper teamed up with producer<span> Kate Richards and designer</span> <span>Angela Thomas to realise the original project, that built on the original project idea looking at the experiential teaching and awareness of Shakespeare&#8217;s works using Second Life. </span><span>After a year or so of development they created an island in Second Life</span><span> which also focuses on machinima creation in a rich virtual setting. </span></p>
<p><span>The video below is quick &amp; cheerful, one-take, &#8216;Space Navigator&#8217; Machinima and Music by Gary and the whole work was very similar in style and form to <a href="http://www.thursdaysfictions.com/ThursdaysFictionsInSecondLifeReviewsAndTestimonials_540_n_3_0.html" target="_blank">Thursday&#8217;s Fictions in Second Life</a>, a MUVEDesigned project two years ago. Full credits for the Macbeth project below.<br />
</span></p>
<p><object width="425" height="350" data="http://www.youtube.com/v/8QNxe2gePEQ" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/8QNxe2gePEQ" /></object></p>
<p><strong><span id="more-211"></span>Macbeth in Second Life Credits</strong><br />
Guide &amp; credits <a href="http://virtualmacbeth.wikispaces.com/island+guide" target="_blank">here</a></p>
<p>SLURL &#8211; <a title="http://slurl.com/secondlife/Macbeth/44/54/54" dir="ltr" rel="nofollow" href="http://slurl.com/secondlife/Macbeth/44/54/54" target="_blank">http://slurl.com/secondlife/Macbeth/44/54/54</a></p>
<p>A collaboration by Angela Thomas, Kate Richards and Kerreen Ely-Harper, from an original idea by Kerreen Ely-Harper.<br />
Producer: Kate RIchards (Nini Dubrovna)<br />
Director: Kereen Ely-Harper (Dorothy Porta)<br />
Virtual World Content Designer: Angela Thomas (Anya Ixchel)<br />
SL Design Consultant: Adam Nash (Adam Ramona)</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2009/01/sl_macbeth.jpg"><img class="aligncenter size-full wp-image-265" title="sl_macbeth" src="http://www.muvedesign.com/wp-content/uploads/2009/01/sl_macbeth.jpg" alt="sl_macbeth" width="580" height="435" /></a></p>
<p>This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body. Initial stages of this project were mentored and developed through the Laboratory for Advanced Media Production (LAMP) at Australian Film TV and Radio School (AFTRS). This project has been funded and built by the New Media Consortium</p>
<p><strong>NMC Team:</strong><br />
Larry Johnson (Larry Pixel)<br />
Alan Levine (CDB Barkley)<br />
Rachel Smith (Ninmah Ash)<br />
NMC Second Life Building Team:<br />
Chris Holden (CJ Carnot)<br />
Beth Satchjen (Stella Costello)</p>
<p><strong>Voiceover Actors:</strong><br />
Maggie Blinco<br />
Boris Brkic<br />
Christopher Morris<br />
Ophelia Of The Spirits<br />
Alice Parkinson<br />
Evelyn Parsonage<br />
Recorded at Megaphone Studios<br />
Engineer: Shane Fahey</p>
<p><strong>Additional thanks to:</strong><br />
Larry Johnson<br />
Therese Fingelton<br />
<a href="http://www.personalizemedia.com" target="_blank">Gary Hayes</a><br />
Jeff Wegener<br />
Ian Waddely<br />
Nick Noakes</p>
<p><span>Filmed and edited by Gary Hayes of MUVEDesign. Note: This film does not demonstrate the many interactive elements, social intentions or literary integration. Please visit the island to see those first &#8216;virtual&#8217; hand. A medium resolution (98MB MP4) download is available <a href="http://www.justvirtual.com/SL_MACBETH.mp4" target="_blank">here</a></span>
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		<title>Meta-Mole: To Boldly Go(ogle) where no Search Engine has Gone Before</title>
		<link>http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/</link>
		<comments>http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/#comments</comments>
		<pubDate>Sat, 17 Jan 2009 06:48:51 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[Education]]></category>
		<category><![CDATA[Social Media]]></category>
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		<category><![CDATA[digital economy]]></category>
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		<category><![CDATA[Virtual]]></category>
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		<category><![CDATA[www.meta-mole.com]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=201</guid>
		<description><![CDATA[The Metaverse&#8230; the Final Frontier. These are the voyages ofÂ  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before. OK the folks at University of Teeside will probably not be calling to get me to <a href='http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p style="padding-left: 30px;">The Metaverse&#8230; the Final Frontier. These are the voyages ofÂ  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before.</p>
<p><img class="aligncenter size-full wp-image-202" title="metamole" src="http://www.muvedesign.com/wp-content/uploads/2009/01/metamole.jpg" alt="metamole" /></p>
<p>OK the folks at University of Teeside will probably not be calling to get me to write their taglines yet what they are doing with Meta-Mole is pretty adventurous and most importantly critical at the moment to glue the discontinuous metaverse. The Meta-Mole in simple terms from<a href="http://www.tees.ac.uk/sections/news/pressreleases_story.cfm?story_id=2903&amp;this_issue_title=January%202009&amp;this_issue=188" target="_blank"> their press release</a> is:</p>
<p style="padding-left: 30px;">The Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University&#8217;s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.<br class="small" /><span id="more-201"></span>Philip McClenaghan, Deputy Director of D-LAB explains: &#8216;We were analysing virtual world platforms and realised that there doesn&#8217;t appear to be a comprehensive service offering to list and compare key data for major 2D and 3D environments. This surprised us considering the current popularity of virtual worlds. We intend to fill the gap with the <a href="http://meta-mole.com/" target="_blank">Meta-Mole</a>.&#8217;</p>
<p>The metaverse as we know is the entity that forms when all virtual worlds have useable interoperability, you are able to move inventory between them, have a common profile (to a degree) and be able to communicate across worlds &#8211; even teleport between them (Habbo to vSide anyone!). At the moment it is all about walled-gardens, locked in economies/commerciality/currency and propriety tech &#8211; basically the metaverse doesn&#8217;t yet exist, it is disconnected. So to build a dedicated VW search engine that will trawl and spider as many as &#8220;350&#8243; worlds is an ambitious vision &#8211; down this long and winding road. The benefits particularly to business and education is obvious (finding consumers or interest groups) but also making many social virtual worlds, more social &#8211; finding a long lost friend in IMVU whose into football, then setting up a match in Football Superstars, followed by a bit of post match role playing in Second Life &#8211; all &#8216;fueled&#8217; by one search engine &#8211; means social activity will increase. Sadly the Meta-Mole is only digging around a few lower level worlds presently (see below) and I would encourage everyone to support such an initiative -Â  as long as it isn&#8217;t sold to a commercial entity who start advertising all over the search pages!Â  I would also suggest to the team they look at the open API&#8217;s of the big 2D social networks also &#8211; migration from 2D to 3D will be far quicker if the 2D (FB, MySpace, Twitter)Â  folk could actually sample the wonders of 3D social space <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="padding-left: 30px;">&#8220;<a href="http://meta-mole.com/Default.aspx" target="_blank"><span class="GrayCapital">M</span>eta-Mole.com</a> is a comprehensive database  of Virtual World environments designed for public, corporate and government use.</p>
<p style="padding-left: 30px;">Created by d|lab at the University of Teesside in 2008, <span class="GrayCapital">M</span>eta-Mole.com provides users with a total solution that includes:</p>
<blockquote>
<ul>
<li>comprehensive search facility</li>
<li>generalised and detailed  technical  information for a  wide array of  platforms</li>
<li>images and streaming video media</li>
<li>dynamic matrices for comparative analysis of environment functionality</li>
</ul>
</blockquote>
<p style="padding-left: 30px;">The <span class="GrayCapital">M</span>eta-Mole.com application has been built from the ground up as a unique service offering for Virtual World users, developers and researchers to increase the profile of the market, ensure environment/consumer compatibility and enable new development of Virtual World markets through corporate education, relationship building and continued innovation.&#8221;</p>
<p>The advanced search, is not very functional or all encompassing yet, but suggests a lot about where they are heading with this. It will need to be pretty generic and high level to be able to map &amp; interrogate elements such as scripting support or development tools. One thing it may bring about is a wisdom of the crowds &#8216;standard&#8217; &#8211; just think for example if (on the development side) 8 out of 10 worlds allow importing from Blender or uploading of AIFF stereo sound then the other 20% might get busy on their backend! Lets hope so. The other key area is being able to link in existing out of world databases, especially from a eCommerce perspective the likes of <a href="http://www.slexchange.com/index.php" target="_blank">SLExchange</a> (a big out of world catalogue for Second Life consumers) and where searching for a world that lets you drive an Aston Martin is made easier for Mr Mole as databases such as SLEX are already half way there.</p>
<p><img class="aligncenter size-full wp-image-202" title="metamole" src="http://www.muvedesign.com/wp-content/uploads/2009/01/metamole_advanced_search.jpg" alt="metamole" /></p>
<p style="padding-left: 30px;">The Meta-Mole will initially be released as a Beta version focussing on 3D virtual world platforms. Forterra, Blink 3D and Twinity are among those who have already uploaded their details. Future developments will cater for all platforms, including 3D, 2D and MMO environments. Platform developers are able to participate in the Meta-Mole by contacting <a href="mailto:developers@Meta-Mole.com" target="_blank">developers@Meta-Mole.com</a> or visiting <a href="http://www.meta-mole.com/" target="_blank">www.meta-mole.com</a>.<br class="small" /><br class="small" />For more information contact:<br class="small" />Philip McClenaghan<br class="small" />Deputy Director (D-LAB)<br class="small" />Tel: 0044 1642 738103<br class="small" />Email: p.a.mcclenaghan@tees.ac.uk</p>
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		<title>Stunning Deakin Second Life Build</title>
		<link>http://www.muvedesign.com/stunning-deakin-second-life-build/</link>
		<comments>http://www.muvedesign.com/stunning-deakin-second-life-build/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 00:40:53 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[arts education]]></category>
		<category><![CDATA[Centre]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Deakin]]></category>
		<category><![CDATA[deakin university]]></category>
		<category><![CDATA[drama music]]></category>
		<category><![CDATA[education centre]]></category>
		<category><![CDATA[education community]]></category>
		<category><![CDATA[extension]]></category>
		<category><![CDATA[flickr]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[imagination]]></category>
		<category><![CDATA[Jenny Grenfell]]></category>
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		<category><![CDATA[Medium]]></category>
		<category><![CDATA[music dance]]></category>
		<category><![CDATA[Second]]></category>
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		<category><![CDATA[work of art]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=44</guid>
		<description><![CDATA[A video insight into the build process of the new Deakin Arts Education Centre Island built and designed by MUVEDesign&#8217;s Gary Hayes completed early 2008. Jenny Grenfell, Arts Lecturer at Deakin said: &#8220;This Deakin University Arts Education community in Second Life aims to stir the imagination. It is a world we create and create within. <a href='http://www.muvedesign.com/stunning-deakin-second-life-build/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.muvedesign.com/stunning-deakin-second-life-build/"><em>Click here to view the embedded video.</em></a></p>
<p>A video insight into the build process of the new Deakin Arts Education Centre Island built and designed by MUVEDesign&#8217;s Gary Hayes completed early 2008.</p>
<p><a href="http://www.deakin.edu.au/education/staff/showdetails.php?PERSONID=430" target="_blank">Jenny Grenfell</a>, Arts Lecturer at Deakin said:</p>
<p style="padding-left: 30px;">&#8220;This Deakin University Arts Education community in Second Life aims to stir the imagination. It is a world we create and create within. It is at once a work of art and a place to inspire, make, share and present art. Our presence in SL is both for performance and is in itself a performance.</p>
<p style="padding-left: 30px;">Our Second Life existence is an extension of our involvement in the real world where we are passionately immersed in the practices of teaching and learning in our art forms of visual art, drama, music, dance, and media.&#8221;</p>
<p><span>Medium rez 105MB MP4 available <a href="http://www.personalizemedia.com/DeakinArtsinSL.mp4" target="_blank">here</a>. Music composed and performed by Gary Hayes. These images with comments can be seen <a href="http://www.flickr.com/photos/garyhayes/sets/72157603522639571/" target="_blank">here</a>.</span></p>
<p>Video, music &amp; 447 Images Â© Gary Hayes and Deakin University</p>
<p>Below is the flickr slideshow embedded as an alternative<br />
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		<title>Thursday&#8217;s, One of the Five Must-See-Sites</title>
		<link>http://www.muvedesign.com/thursdays-one-of-the-five-must-see-sites/</link>
		<comments>http://www.muvedesign.com/thursdays-one-of-the-five-must-see-sites/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 23:17:30 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Art & Literature]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[acclaim]]></category>
		<category><![CDATA[Bettina Tizzy]]></category>
		<category><![CDATA[bracken]]></category>
		<category><![CDATA[Cleverly]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[Craig Altman]]></category>
		<category><![CDATA[Dizzy]]></category>
		<category><![CDATA[Enoch]]></category>
		<category><![CDATA[Enzi]]></category>
		<category><![CDATA[Fictions]]></category>
		<category><![CDATA[fun thing]]></category>
		<category><![CDATA[Gynoid]]></category>
		<category><![CDATA[interesting place]]></category>
		<category><![CDATA[journey]]></category>
		<category><![CDATA[Kali Idziak]]></category>
		<category><![CDATA[Kohime]]></category>
		<category><![CDATA[Kronos]]></category>
		<category><![CDATA[launch]]></category>
		<category><![CDATA[Lor]]></category>
		<category><![CDATA[machine]]></category>
		<category><![CDATA[MaYa]]></category>
		<category><![CDATA[Miquel]]></category>
		<category><![CDATA[Nikolaidis]]></category>
		<category><![CDATA[NPIRL]]></category>
		<category><![CDATA[Physical]]></category>
		<category><![CDATA[remarkable job]]></category>
		<category><![CDATA[Secondlife]]></category>
		<category><![CDATA[Sinclair Bracken]]></category>
		<category><![CDATA[Sites]]></category>
		<category><![CDATA[slurl]]></category>
		<category><![CDATA[Sparrow]]></category>
		<category><![CDATA[Tiara Thibedeau]]></category>
		<category><![CDATA[Trigit]]></category>
		<category><![CDATA[Trigital]]></category>
		<category><![CDATA[tunnels]]></category>
		<category><![CDATA[Vox]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=35</guid>
		<description><![CDATA[Thursday&#8217;s Fictions built in collaboration with Physical TV has received much critical acclaim since its launch in mid 2007 here is a sample first 20 of voluntary comments delivered inworld. If you have Secondlife installed on your machine click this SLURL to go there now One of the â€œFive Must-See Sitesâ€ in Second Life. Bettina <a href='http://www.muvedesign.com/thursdays-one-of-the-five-must-see-sites/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Thursday&#8217;s Fictions built in collaboration with <a href="http://www.thursdaysfictions.com/ThursdaysFictionsInSecondLifeMediaReleasethursdaysFictionsInSecondLife_533_n_3_0.html" target="_blank">Physical TV</a> has received much critical acclaim since its launch in mid 2007 here is a sample first 20 of voluntary comments delivered inworld. If you have Secondlife installed on your machine click this <a href="http://slurl.com/secondlife/Esperance/239/41/21" target="_blank">SLURL</a> to go there now</p>
<p style="padding-left: 30px;"><strong>One of the â€œ<a href="http://nwn.blogs.com/nwn/2007/12/possible-in-sec.html" target="_blank">Five Must-See Sites</a>â€ in Second Life. <em>Bettina Tizzy, <a href="http://npirl.blogspot.com/" target="_blank">NPIRL</a> featured in New World Notes</em></strong></p>
<p><img src="http://muvedesign.com/wp-content/uploads/2008/03/thursdays02.jpg" alt="Deakin" hspace="5" vspace="5" width="338" height="200" align="right" /></p>
<ol>
<li>MaYa Miquel &#8211; This must be the best sim I&#8217;ve ever seen in secondlife. And I&#8217;m playing for a while already. I totally love it. thank you!</li>
<li>Dizzy Sparrow &#8211; This is a very interesting place and would very much like for there to be more&#8230; are you going to be building things for the other days? Please say you are! <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<li>bebop Kohime &#8211; the most amzing place ive ever see in secondlife cant wait unyil the other tunnels are finished, thank you</li>
<li>Vedas Enoch &#8211; This is by far the most interactive and fun thing I&#8217;ve done on SL.  Great job!</li>
<li>Trigit Amat &#8211; Congratulations! This is one of the most interesting and nicely done places i ve seen in sl! Keep up the great work, i ll come and see the progress regularly! Thank You from Trigit Amat (Trigital Vox)</li>
<li>Lor Gynoid &#8211; Cleverly done.  I applaud the imagination that went into Thursday&#8217;s Fictons.</li>
<li>Kali Idziak &#8211; This sim is absolutely brilliant.  Thank you for your efforts.</li>
<li>Sinclair Bracken &#8211; I thought it was fantastic. I hope you&#8217;ll keep it here, and even add to it. I love the poetry, and the sense of mystery. Really wonderful. I may not have gone all the way, and it seems as if there&#8217;s more to experience, and one is left with questions, but it&#8217;s really great.</li>
<li>Anni Aluveaux &#8211; Thanks for the experience, it was exciting.</li>
<li>Jenene Lemaire &#8211; amazing build so far, please finish this, one of the best I have seen so far. I want to see this movie now as well. Never heard of it before visiting this sim. Really pleased to have found this.</li>
<li>Kronos Kirkorian &#8211; Gary, Just came back to wander through this exhibit again. You&#8217;ve done a remarkable job here. Thoughtful, clever, insightful and compelling. You have become very skilled in the use of SL on many different levels. I hope you are proud of the effort, I have not seen anything in SL that comes up to the level of what you have accomplished here. Regards, Kronos<span id="more-35"></span></li>
<li>Alaken Tatham &#8211; A very provocative journey; one I will definitely recommend to friends.  I would have liked a little more interactivity within the various alcoves, and the books of truth and lies seemed a little buggy for me, but this seems a work in motion.  The visuals, sounds and music were excellent. It certainly piques my interest in both the book and the film.  Thanks! <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<li>FleetingJoy Volitant &#8211; this is numinous.  and it reminds  me of the magical mazes i used to make myself as a child, full of secret passageways and amazing colours, i want a day that describes me- i pursue a life of love, plagued by painful  empathy, ruined by fear of evrything except that love<br />
i&#8217;d like to enter other days.  or even the now and i never managed to get beyond the green cupboard.<br />
to be honest, i want to reach a destination other than the place i ahve already been, but maybe that is not possible in any lifetime beautiful</li>
<li>Tiara Thibedeau &#8211; really cool, great fun and scary, beautifully put together.</li>
<li>sharron Nikolaidis &#8211; Briliant, please open the others, Loved it</li>
<li>Sejwan Vultee &#8211; That was an excellent journey please make more&#8230;</li>
<li>Craig Altman &#8211; finish the other tracks please&#8230;fridays was awesome&#8230;syn negulesco&#8230;</li>
<li>Yajaira Nikolaidis &#8211; I think this is truly the best place I have ever been in second life.. maybe try to do something there about love as well..the disorientatingness of it all&#8230;.if that can translate into this.</li>
<li>Talliver Hartnell &#8211; very nice idea.  please finish it. we&#8217;ll be back to play some more</li>
<li>Enzi Raymaker &#8211; The place is beautiful and well made &#8230; some times it feels a little scary and some others feels calm, that is fine for me&#8230; but too short,  and still have no idea what is this about. Also you should give out landmarks so we can come back later and/or give away to our friends. I hope next time I come there is more to see and more path to walk. See you later -Enzi</li>
</ol>
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		<title>Web 3.0 The Alive Web</title>
		<link>http://www.muvedesign.com/web-30-the-alive-web/</link>
		<comments>http://www.muvedesign.com/web-30-the-alive-web/#comments</comments>
		<pubDate>Wed, 13 Sep 2006 00:38:44 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Social Media]]></category>
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		<category><![CDATA[advertising targeting potential]]></category>
		<category><![CDATA[Amazon]]></category>
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		<category><![CDATA[finance]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Major]]></category>
		<category><![CDATA[Major League Baseball]]></category>
		<category><![CDATA[Online Now]]></category>
		<category><![CDATA[real time collaborative web]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[shared web]]></category>
		<category><![CDATA[University of Southern California]]></category>
		<category><![CDATA[Web Communities]]></category>
		<category><![CDATA[Wells Fargo]]></category>
		<category><![CDATA[wiki-based web community]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=116</guid>
		<description><![CDATA[I have posted prolifically about MUVE&#8217;S (Multi User Virtual Environments) in the past, concentrating mainly on the ever customisable Second Life. It is interesting to watch the buzz spreading and consider if virtual worlds are really web 3.0, I think so. A quick look at the evolution of the intraweb from the mid 90&#8242;s. From <a href='http://www.muvedesign.com/web-30-the-alive-web/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I have posted prolifically about MUVE&#8217;S (Multi User Virtual Environments) in the past, concentrating mainly on the ever customisable Second Life. It is interesting to watch the buzz spreading and consider if virtual worlds are really web 3.0, I think so. A quick look at the evolution of the intraweb from the mid 90&#8242;s. From text and graphics dominate 2D environments, immersive web sites with flash quickly followed combined with ubiquitous communication via IM and IRC chat. Then the early 00&#8242;s with the expontential growth of self publishing, blogs and wikis. From 2002 onwards the massive sharing social network communities of flickr and YouTube in sync with the explosion of portals containing all of the above in services such as MySpace, Yahoo and MSN etc: We are heading towards a rich media personal hub that points to and houses all of our &#8216;shareable&#8217; content. But the current 2D web, mostly linear to linear linking, is about to be enhanced by virtual environments in which we meet as avatars, interact as 3D moving objects that takes sharing, co-creation and communication to the next, predictable level. The important component here is real time collaboration and communication as the paradigm shift.<br />
<a class="imagelink" title="Web 1.0 to 3.0" href="http://www.personalizemedia.com/wp-content/uploads/2006/08/web1to3.jpg"><img src="http://www.personalizemedia.com/wp-content/uploads/2007/05/web1to31.jpg" alt="Web 1.0 to 3.0" width="597" height="398" /><br />
</a></p>
<p><span id="more-116"></span></p>
<p><strong>Web X.0. To me evolution of the web can be defined in single sentences:</strong></p>
<ol> 1.0 the pushed, one way only web<br />
2.0 the two-way shared web<br />
3.0 the real time collaborative web (3D, isometric or just 2D)</ol>
<p>A sign that this is reaching a level of maturity is when big brands and subscriber numbers start to escalate. This item entitled <a href="http://civicminded.corante.com/archives/2006/08/second_life_targets_existing_b.php" target="_blank">Second Life Targets Existing Branded Web Communities</a> succinctly sums up some of the major changes in one MUVE.</p>
<blockquote><p>Major companies such as Major League Baseball, and institutions such as The University of Southern California, have already turned to Second Life to host virtual events synched with live real-world events. Organizations such as the New Media Consortium are using Second Life to convene meetings and conferences. Wells Fargo is teaching kids about finance in an engaging manner through Second Life. Clothing designers are using the community to prototype their designs and get community feedback and build buzz before they have to manufacture.</p></blockquote>
<p>In 2 years time will the most effective way of communicating be through a variety of MUVEs rather than 2D web? As Second Life subscribers go above half a million, from less than 100 thousand less than 6 months ago one can see other players beside Linden Labs taking part of the action. Here are the Second Life stats from yesterday to give some idea of the scale</p>
<blockquote><p><strong>Statistics from 3:20pm Saturday 26 Aug 2006</strong><br />
Total Residents: 568,856<br />
Logged In Last 60 Days:  256,425<br />
Online Now: 8,369<br />
US$ Spent Last 24 Hrs: 357,140</p></blockquote>
<p>Many of the projects we are doing in <a href="http://www.lamp.edu.au" target="_blank">LAMP </a>start from a position of &#8216;experience design&#8217; that has its ultimate incarnation in letting the users &#8216;live&#8217; the story. Personalizable MUVE&#8217;s will shortly have real potential to enable any experience requirement you can throw at it. As the gaming generation take up lead roles in society (the average age of a Second Lifer is 32) I really believe that remote communication will exist more and more in virtual worlds. Entertainment, education and business is already taking root. The article continues by even pointing to the political engagement these environments afford&#8230;</p>
<blockquote><p>Imagine a wiki-based web community now being able to collaboratively design detailed 3-dimensional objects, complete with nuanced permissions, instead of just text documents. &#8230;Imagine a dark horse political candidate with a virtual campaign headquarters in which campaign volunteers can collaborate regardless of geographic location and be trained personally by the avatars of real campaign staff, and where the candidate can conduct a virtual whistlestop tour to test new stump speeches and conversations with highly educated, affluent, and socially networked focus groups</p></blockquote>
<p>Current MUVE&#8217;s do require decent computers, graphics and bandwidth but many millions of terminals are already capable. There are many posts that talk about a ten year from now predication of what a Virtual World may be, many not looking too deeply into the ethical or moral issues as that really is an unknown as this quickly cobbled together chart above suggests I think we are lucky to be at the dawning of ubiquitous MUVE&#8217;s across all devices (mobile devices are part of distribution in this context &#8211; not a movement in itself). The next challenge as I always point out is interoperability &#8211; how our personalized digital fingerprint can exist across an ever growing range of portals. To put it another way using the present day, can out MySpace profile work with our Second Life avatar, our flickr and YouTube accounts. Will our eBay positive rating be carried into World of Warcraft, can Amazon engines learn what we are buying in Second Life to recommend things to buy from eBay and so on. The brand and advertising targeting potential goes off the scale here. The first company that comes up with a profile engine that combines all of the above, sits above them, cross-relates them but needs to get started right now before it becomes way too complicated <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Posted by Gary Hayes Â©2006
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		<title>Designing Experiences 8 Steps</title>
		<link>http://www.muvedesign.com/designing-experiences-8-steps/</link>
		<comments>http://www.muvedesign.com/designing-experiences-8-steps/#comments</comments>
		<pubDate>Tue, 20 Jun 2006 23:46:13 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[ambient media]]></category>
		<category><![CDATA[America]]></category>
		<category><![CDATA[broadband]]></category>
		<category><![CDATA[cross-media alternatives]]></category>
		<category><![CDATA[experience author]]></category>
		<category><![CDATA[fixed media]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[immersive media]]></category>
		<category><![CDATA[interactive TV]]></category>
		<category><![CDATA[Jackie Turnure]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[mass social network services]]></category>
		<category><![CDATA[online friends]]></category>
		<category><![CDATA[Online Role Playing Games MMORPGs]]></category>
		<category><![CDATA[Philip Brophy]]></category>
		<category><![CDATA[professional script writer]]></category>
		<category><![CDATA[pushed media]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[SMS]]></category>
		<category><![CDATA[The Mission]]></category>
		<category><![CDATA[There]]></category>
		<category><![CDATA[United States]]></category>
		<category><![CDATA[voice over ip]]></category>
		<category><![CDATA[VOIP]]></category>

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		<description><![CDATA[&#8230;and the never changing human. Senor Hontar: &#8220;We must work in the world. The world is thus.&#8221; Father Altamirano: &#8220;No Senor Hontar&#8230;thus have we made the world. Thus have I made it&#8221; Final lines of the film &#8216;The Mission&#8217; There have been several events this week that have focused my attention on the nature of <a href='http://www.muvedesign.com/designing-experiences-8-steps/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>&#8230;and the never changing human.</p>
<blockquote><p>Senor Hontar: &#8220;We must work in the world. The world is thus.&#8221;<br />
Father Altamirano: &#8220;No Senor Hontar&#8230;thus have we made the world. Thus have I made it&#8221;<br />
<em>Final lines of the film &#8216;The Mission&#8217;</em></p></blockquote>
<p>There have been several events this week that have focused my attention on the nature of immersion. Within <a title="AFTRSs" href="http://www.aftrs.edu.au" target="_blank">AFTRS</a> and <a title="LAMP" href="http://www.lamp.edu.au" target="_blank">LAMP</a> I have been giving presentations to traditional storytellers and filmmakers about cross-media alternatives to the linear &#8216;tale&#8217;. I have also been preparing to chair the <a href="http://www.terrapinn.com/2006/mcw_au/" target="_blank">Mobile Content World Australasia</a> next week while today I saw a great presentation from Philip Brophy on &#8220;<a href="http://lamp.edu.au/2006/06/07/podcast-sexual-robots-and-plastic-humans/" target="_blank">Sexual Robots and Plastic Humans in Anime</a>&#8221; &#8211; and I have been getting further into the rabbit holes of Second Life (SL) and World of Warcraft (WoW). Now this combination of things has drawn me into trying to answer the age old question of &#8220;What defines an immersive service&#8221;, why do some experiences keep people hooked until the wee hours, why is TV, particularly getting a bad rap, why films in cinema have a level of &#8216;temporal&#8217; engagement and why games (especially Mass Multiplayer Online Role Playing Games MMORPGs) keep you entranced. This post may turn into the usual stream of conciousness &#8211; but hey thats the wonderful world of blogs. Lets look at some stats before I go any further.</p>
<p><span id="more-99"></span></p>
<p>There is a great post from the <a href="http://www.nickyee.com/daedalus/archives/000891.php" target="_blank">Daedalus Project</a> in January that has some startling statistics from a sample of 2000 people using mass social network services (and role playing games specifically) and who &#8216;used&#8217; to watch TV. To sum up, across the board they spend more than 3 times in connected games environments than they do watching TV.</p>
<p><img src="http://www.nickyee.com/daedalus/archives/03_01/table01.gif" alt="" align="middle" /></p>
<p>Looking at the chart above (linked from the Daedalus site) we can see across a wide demographic that TV is becoming a &#8216;nice to have&#8217;. Here is an excerpt off the post:</p>
<blockquote><p>MMORPG gamers spend on average 21.0 hours per week playing the game, and spend on average 7.7 hours per week watching TV. The national average for TV watching per week is around 28 &#8211; In other words time that was spent watching TV has been displaced by MMORPG playing. Of interest is the spike in play-time among female players over the age of 35.</p></blockquote>
<p>Research from many other areas also show that TV is becoming more and more an ambient media type. That radio and now TV are things to have on in the background while you do more engaging things. Here are a three comments from this post again that illustrate this&#8230;</p>
<blockquote><p>I can absolutely confirm your findings. I watch almost no TV anymore since I started playing MMORPGs. TV is pretty much a solo activity, while (at least for me) playing a MMORPG has a large social aspect.</p>
<p>I have the TV on while I play the game. Just as backround noise, otherwise I go nuts. I included time the TV was on as &#8216;watching TV&#8217; when I took the survey&#8230; because I do, rather. I just don&#8217;t pay as much attention to it as I usually do&#8230; and, it could easilly be replaced with a few good music albums. :shrug:</p>
<p>I&#8217;ve noticed a trend with my online friends and myself. We&#8217;ve moved a tv into the computer room. Most of the people I play with are male between the ages of 18-40 but still tend to watch &#8216;cartoon&#8217; or &#8216;anime&#8217; while playing. We also use voice over ip while playing and comment on the shows while playing.</p></blockquote>
<p>That last comment about anime leads nicely onto the talk today but first it also shows how TV has become only a small part of a simultaneous mix of media and also against the more immersive media has been relegated to &#8220;background noise&#8221;, something you put on to fill in the gaps, or perhaps surprise (see later). Why is this? I believe it is the formulaic and mature nature of TV. There is very little truly original or out of the ordinary. TV has become stuck in the thing that once elevated it &#8211; the schedule. With a constant cycle of news, ads, reality, soaps, quizzes, murder mystery, etc etc: there is nothing new for younger audiences who are making their own drama on other platforms. Now people make their minds up in 0.2 seconds about a website and what it represents, the same way that young people scan across thousands of TV channels &#8211; making their minds up quickly about &#8216;what it is about&#8217;, they are simply speed reading formulaic production. Even broadcast interactive TV (something I was part responsible for creating) is a thin veneer of interactivity that occassionally engaged but only for the small windows of time it was on. Now of course scheduled TV is being diced and sliced and made available in bite size proportions on on-demand mobile and broadband platforms. Anyway back to experiences on the rise and more about immersion from an escapist viewpoint.</p>
<p><img title="This has no alt to stop low life traffic!" src="http://www.personalizemedia.com/media/anime.jpg" alt="This has no alt to stop low life traffic!" width="418" height="289" align="left" />Philip Brophy came into AFTRS today and presented an interesting talk called &#8220;Sexual Robots and Plastic Humans in Anime&#8221;. I am not going to talk in detail about this but highlight a couple of things. He talked about some of the real cultural differences between the country that creates most of the games in the world, Japan, and those who consume it, the West. Something that resonated with me was that the Japanese psyche is all about cosmological connection, that everything is inter-linked and the fantasy that can spring from that leads naturally to forms such as Anime and a game producing culture. Whereas in the spiritually &#8216;vacuous&#8217; West the perspective on these games are about monetization, escapism and losing the spiritual subtlety inherent in them.</p>
<p>I asked him why the Japanese are less into MMORPGs then, than other parts of the world and he replied that there is a strong belief that the relationship with avatorial representation (online or not) is as relevant in the physical space (they dress up as anime type characters) as it is in the virtual space &#8211; in fact if they want to personally represent characters they prefer the physical space. Identity is amorphous in Japan, a tree, cat, plant, human are all relevant and interchangeable &#8211; very fantasy RPG. The Western (mostly US) attitude to MMORPGs in that it is often about creating, playing in and generating a new world, a frontier, a land grab with associated, rampant capitalism. That is certainly true of Second Life which at times feels like the Wild West &#8211; perhaps a replacement for the real world that is oh so over populated and where Western culture can live out its dreams &#8211; for a fee. The key point about immersion here is that the Japanese have an existing &#8216;storyworld&#8217;, deep connection or grammar that permeates the anime form and is passed from film to film, game to game. The games they create naturally continue this narrative continuum and these experiences are enticing to western audiences who are after spiritual fulfillment as much as game play.</p>
<p><img title="US flag in SL" src="http://www.personalizemedia.com/media/sl_usflag.jpg" alt="US flag in SL" width="415" height="288" align="right" /> As an example of how the &#8216;west&#8217; tends to corrupt what are potentially wonderful sandboxes of how we may evolve as a species (who knows one day on other bits of rock in space;) here are a couple of very recent experiences in Second Life (see previous posts on ARGs and Personalization in SL) &#8211; and the associated &#8216;agency&#8217; or engagement that goes with it. The first is nationalism and bringing the old world into the new. One of my houses is on a hill. Someone, &#8216;presumably&#8217; from the US, has bought some land next to it and immediately erected the American Flag. OK this may not be as bad as a nuclear power station or a skyscraper that others have had to endure, but why on earth would you want to flaunt real world nationlism in a borderless, country-less virtual, nirvana type world. I have politely requested they reconsider their motives of course. Anya, a neighbour, had another land issue, this time more about land access and neolithic, militant attitude. You can follow this on her post &#8211; <a href="http://anya.blogsome.com/2006/05/29/outrageous-militia-style-behaviour/" target="_blank">Outrageous Militia Style Behaviour</a>. The point here is that in social networks things can become very personal &#8211; when you have &#8216;space&#8217; of your own that is impacted by and impacts those around it. This resonance is key to immersion.<br />
In reference to environment in Second Life there are endless real world representations &#8211; everything from fantasy islands to recreations of real cities but mostly endless malls. Yes like &#8216;anytown&#8217; America large buildings lined up on grids selling the same stuff you get in the real world. In World of Warcraft I have experienced a great deal of pack animal activity, which is actually part of the &#8216;Lord of the Rings&#8217; type of narrative in that world &#8211; but I do find it less compelling for reasons above (the west mis-reading of the fantasy genre) and my points in a <a href="http://www.personalizemedia.com/index.php/2006/05/20/the-personalization-of-second-life/" target="_blank">previous post.<br />
</a></p>
<p><img title="Virtual Mall" src="http://www.personalizemedia.com/media/sl_mall.jpg" alt="Virtual Mall" width="409" height="280" align="left" />Are we cheating on ourselves and playing it safe. Adopting the same old attitudes, following formula yet again, regardless of the potential of these open environments? I believe most humans are indeed afraid to break the mould and be different, they need to be guided by narrative, to have clearly identifiable characters in films and role play games. Given unlimited possibility or something remotely familiar most of us will go for the latter. There is also a point about identity that is worth mentioning &#8211; the differences between a true Role Play Game vs something that is more improvised or free form vs something formulaic. Being able to represent yourself &#8216;in&#8217; the medium (which is why so many people still want to get on TV) obviously goes back to our evolution &#8211; trying to be accepted by our peers, the tribe/pack (now by showing off in virtual spaces or on a quiz show) through to our persona being resonant in the experience. Virtual worlds that allow a Japanese style, connection to any living form is actually part &#8216;of&#8217; our evolution. This could get deep here but I will stay in shallow waters and just say &#8211; being able to personalize yourself and your environment and not be fixed a playing a wizard, a character or &#8216;being&#8217; a quiz contestant is highly empowering. Empowerment is critical to immersion.</p>
<p>So why are these &#8216;new worlds&#8217; becoming so addictive to many millions? Why is staring at a screen becoming a turn-off? Why are mobile devices never going to be the one and only device through which any kind of immersion takes place? What &#8216;are&#8217; the ingredients of immersion. Here are some key ones that quickly spring to mind to aid &#8216;experience&#8217; producers and offer an alternative approach to service creation. These are non-exhaustive and echo the above ramble:</p>
<p><strong>1 SCALE</strong> &#8211; of the experience. The size of the screen and the amount of story world to explore has enormous impacts on immersion &#8211; as well as the detail of individual objects within the &#8216;world&#8217;. This is why when I have been recently looking at mobile content, the only ones that stand out are services that connect people, that create something larger than the isolated thing in your hand, the pawltry representation of you. Mobile has to involved sharing content, telling stories and using physical space &#8211; sounds like the Japanese psyche again! One of the reasons cinema will exist for a long time is that the large dark room filled with people is a captivating environment. Now, imagine a cinema where the image is a locked off-shot, of a shared world and all the audience are controlling and representing different characters engaged in a common goal or story. Ummm.</p>
<p><strong> 2 SENSES</strong> &#8211; goes without sayiing that the amount of senses that are engaged by an experience gives it most potential to immerse. Now as I have said before we dont need to consider full<a title="Immersive Reality" href="http://www.eonreality.com/solutions/immersive_reality_system.htm" target="_blank"> immersive reality</a> rather make sure as well as intellectual and emotional engagement you consider sounds and the grammar of visual. Probably forget about touch, taste or smell for the moment &#8211; leave that to the porn industry to work out.</p>
<p><strong> 3 SERENDIPITY</strong> &#8211; how the world or show you are watching has elements of surprise. As mentioned earlier the more scripted and formulaic the less immersive. People only watch a film for the fifteenth time, I believe, because they strangely hope that there may be something different OR they are peeling back the layers, looking at minute detail and looking way beyond the basic narrative. Something like Second Life has the potential to be very serendipitous, other role plays less so, an unspoilt new film at the cinema can surprise, sadly TV and pop-music are at the other end of the scale.</p>
<p><strong> 4 STORY </strong>- does the narrative engage. This is obvious, if there is nothing for you to be drawn along by (even your own story in some cases) then you will switch off. Jackie Turnure one of our mentors on LAMP and a professional script writer covers this in a <a href="http://lamp.edu.au/2006/05/21/podcast-how-to-entertain-engage-involve-reward/" target="_blank">recent podcast we did</a>.</p>
<p><strong>5 PERSONALIZATION</strong> &#8211; Hence the title of this blog. How much can you minutely affect the world and yourself in it? How much will the world reflect you for being there? Most importantly, how much of your real world personality can you bring with you into the experience. In a TV show that has SMS vote in you can steer it very, very bluntly. Some shows allow you to put personal content into them for all your peers to see, some virtual worlds allow you to move the ornament on the shelf 3mm to the left or turn it into an ocean, blogs allow you to broadcast your views to potentially millions. It is all about making the world feel like you belong.</p>
<p><strong>6 RESONANCE/CHOICE</strong> &#8211; How much control or agency do you have over the experience? Are your actions permanent and seen by all? Can you really do and say what you want &#8211; freedom of choice. True resonance is like a virtuous circle, you do something and there is a response that forever changes the environment. Like real life. The pushed media of TV, radio, cinema has zero resonance, it all happens in your head. Which is why stories &#8216;have&#8217; to be based on life&#8217;s shared drama. In truly interactive models your actions have impact and will reaction will take place.</p>
<p><strong>7 TEMPORALITY</strong> &#8211; How real time does the experience feel? Scheduled TV never feels real time &#8211; the only successful shows in the future will be live events, music, sports, live news etc: Everything else has a dubious future in the scheduled world. MMORPGs feel real time when you are in them because of all of the above. Ones that have scheduled events or require you to invade or fight at a certain time are more about story than true immersion. I could go to second life now and stand still for two hours on a beach somewhere &#8211; or I could find some friends to talk to, take part in a game, or go clubbing, explore, or build a house. Each of these is also about choice taking place when you want them to. If you decide to do things as a couple or a group then obviously &#8211; like real life &#8211; compromises temporally will have to take place.</p>
<p><img title="Apollo" src="http://www.personalizemedia.com/media/sl_apollo.jpg" alt="Apollo" align="middle" /></p>
<p><strong>8 ESCAPISM</strong> &#8211; or &#8216;play&#8217;. This goes back to my earlier point about the reason for play and associated spirituality. Why do adult females around 35 (to choose an example demographic from the earlier stats) want to play in MMORPGs? Is it as much about escaping reality or constructing ideality? Does the representational nature of these worlds mean so much more subconciously than endless souless advertisements on TV, or another episode of a soap, or fomulaic hollywood film? Does selecting an identity that is impossible to achieve in real life become a most powerful addictive escape? I suspect all of the above. In terms of building &#8216;play&#8217; &#8211; it should be as fun making it as doing it. I have mentioned before that sometimes authors of experience get so lost in the creation process they forget someone has to watch, play or take part in it! Then it is much weaker an experience. Today the experience author has to create tools for play, rather than fixed media and fixed routes through it. Randomness can go someway there &#8211; but for true immersion through play, think of how much the imagination can run wild with a piece of paper and some crayons, whereas the latest &#8216;limited&#8217; electronic gadget ends up on the shelf after and hour.</p>
<p>Which reminds me &#8211; my blog time limit of one hour writing is up. Yes I am strict with myself. I will add some more if I get time. But for now I will leave you with the tip &#8211; gauge your own levels of immersion as you do different things and work out why you are so. That isn&#8217;t easy but no one ever said it would be.</p>
<blockquote><p>&#8220;&#8230;thus have we made the world. Thus have I made it&#8221;</p></blockquote>
<p>Posted by Gary Hayes Â©2006
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