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	<title>MUVEDesign &#187; Machinima</title>
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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>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
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		<category><![CDATA[Windlight]]></category>

		<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 [...]]]></description>
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<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)  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></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/gary-hayes-creation-of-telstras-the-pond/" title="Gary Hayes Creation of Telstra&#8217;s &#8220;The Pond&#8221; (October 12, 2007)">Gary Hayes Creation of Telstra&#8217;s &#8220;The Pond&#8221;</a> (0)</li>
	<li><a href="http://www.muvedesign.com/can-virtual-worlds-save-tv/" title="Can Virtual Worlds Save TV ? (February 23, 2009)">Can Virtual Worlds Save TV ?</a> (1)</li>
</ul>

]]></content:encoded>
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		</item>
		<item>
		<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>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[brownie]]></category>
		<category><![CDATA[doing business]]></category>
		<category><![CDATA[Enjoy]]></category>
		<category><![CDATA[Greener]]></category>
		<category><![CDATA[Hidden]]></category>
		<category><![CDATA[inworld]]></category>
		<category><![CDATA[job]]></category>
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		<category><![CDATA[olivier carles]]></category>
		<category><![CDATA[Pierre-Olivier Carles]]></category>
		<category><![CDATA[saving money]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[virtual space]]></category>
		<category><![CDATA[virtual world]]></category>

		<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.  He talks more about the presentation below on the blog post on Stonefield InWorld entitled  &#8216;Virtual Worlds Make Companies Greener&#8220;. The [...]]]></description>
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		</div>
<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.  He talks more about the presentation below on the blog post on Stonefield InWorld entitled  &#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>
<p><object width="400" height="270" data="http://blip.tv/play/gdMG64BEh70s%2Em4v" type="application/x-shockwave-flash"><param name="src" value="http://blip.tv/play/gdMG64BEh70s%2Em4v" /><param name="allowfullscreen" value="true" /></object></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/the-browser-as-virtual-world-final-frontier/" title="The Browser as Virtual World Final Frontier (February 10, 2009)">The Browser as Virtual World Final Frontier</a> (0)</li>
	<li><a href="http://www.muvedesign.com/global-investment-in-virtual-worlds/" title="Global Investment in Virtual Worlds (November 5, 2008)">Global Investment in Virtual Worlds</a> (0)</li>
</ul>

]]></content:encoded>
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		</item>
		<item>
		<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>
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		<category><![CDATA[AFTRS]]></category>
		<category><![CDATA[Alan Levine]]></category>
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		<category><![CDATA[interactive elements]]></category>
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		<category><![CDATA[Larry Johnson  Therese Fingelton   Gary Hayes   Jeff]]></category>
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		<category><![CDATA[Life]]></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 [...]]]></description>
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<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></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/13-tips-companies-engaging-with-3d-worlds/" title="13 tips Companies Engaging with 3D Worlds (February 4, 2007)">13 tips Companies Engaging with 3D Worlds</a> (0)</li>
</ul>

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<enclosure url="http://www.justvirtual.com/SL_MACBETH.mp4" length="103440014" type="video/mp4" />
		</item>
		<item>
		<title>Why Create Marketing Machinima?</title>
		<link>http://www.muvedesign.com/why-create-marketing-machinima/</link>
		<comments>http://www.muvedesign.com/why-create-marketing-machinima/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 23:23:32 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Marketing]]></category>
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		<category><![CDATA[Social Media]]></category>
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		<description><![CDATA[Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around [...]]]></description>
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<p><a href="http://www.muvedesign.com/video"><img class="aligncenter size-full wp-image-128" title="Gary Hayes Builds" src="http://www.muvedesign.com/wp-content/uploads/2007/01/muvestrip.jpg" alt="Gary Hayes Builds" width="610" height="54" /></a></p>
<p>Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around the world, find it a fun and satisfying process to be able to create films and stories in virtual worlds, aka <a href="http://en.wikipedia.org/wiki/Machinima" target="_blank">machinima</a>. (Quite a few are over on my personal virtual blog <a href="http://www.justvirtual.com/" target="_blank">justvirtual</a>)</p>
<p>There are literally millions of machinimas emanating from the likes of World of Warcraft, Sims, Movies, Halo, Second Life, Half Life and many more. Most are done for the love vs the money and some make it onto the big screen. For the creators it is about expressing &#8216;their&#8217; world and experiences to each other but of course there is something else as important here.</p>
<p>Laurel Papworth <a href="http://laurelpapworth.com/twinity-run-silkcharm-run-berlin/" target="_blank">talked recently</a> about a machinima I did in <a href="http://twinity.com/" target="_blank">Twinity</a> and the &#8216;free advertising&#8217; it offers for the brand or platform. For me it is also about creating an environment where simple tools encourage large numbers of people to come together remotely and do real-time, collaborative content creation for extended periods. It makes the world very, very sticky when they have shared creative goals and purpose &#8211; not just pre-constructed game play. Some may say game quests are social too and I believe when the players get &#8216;creative&#8217; with the mechanic and &#8216;bend the rule&#8217; together it certainly is.</p>
<p><span id="more-78"></span></p>
<p><strong>Comfortably Fun</strong></p>
<p>Using game or social virtual worlds to entertain each other in this deeply immersive way, leads us to imagine what the potential will be when bandwidth and graphic realism are no longer limitations. Perhaps a portent of the future here is a machinima I did of a forty three minute performance of Pink Floyd&#8217;s The Wall, in a social world, Second Life. It was captured last week and it is useful to remind us all what is going on here. There are around 70 people logged in together in real time from around the world, most audience a few performers. About 8 are &#8216;animating&#8217; on stage or controlling lights, effects or triggering scripted animations and I am recording the whole thing at the same time. This is digital puppeteering. I captured elements of the performance three times and put together this compilation edit. More after the embed&#8230;</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/ytbO_LnrOIc" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/ytbO_LnrOIc" /></object></p>
<p>So this all started with an invite from a self motivated group, led by Debbie Trilling, who for the <a href="http://diabolus.ning.com/forum/topic/show?id=2012390%3ATopic%3A6121" target="_blank">love of what they do</a>, created an inworld, cross-reality, musical tribute. <a href="http://diabolus.ning.com/" target="_blank">CARPs</a> (Cybernetic Art Research Project) inventive and emotionally driven version of Pink Floyd&#8217;s 1980&#8242;s album was a truly international affair and many hours were spent developing and performing a Virtual Show to this music that reaches a new audience every few years.The reason the music reaches new audiences is because of its use in &#8216;community created content&#8217; just like this, a far more poignent way to share digital content. More than 2000 avatars have experienced this particular concert inworld generating <a href="http://www.google.com.au/search?hl=en&amp;q=%22second+life%22+pink+floyd+wall&amp;start=0&amp;sa=N" target="_blank">10 000s of impressions</a> across blogs and media sites. That is the key point &#8211; don&#8217;t dismiss game or virtual worlds as being irrelevant because of perceived low numbers &#8211; these are active and proficient online users who see the 2D web as a &#8216;simple&#8217; publishing tool and become prolific creators of content and by implication major influencers.</p>
<p>Professional marketeers need to be aware of the power of machinima (consumer films in worlds they are very loyal too) and how by allowing the use of often locked down content is probably the best way to introduce &#8216;old&#8217; content to new audiences. As an example, while I was putting together this &#8216;mash-up&#8217; compilation I tried a recording of the reunion performance of the Comfortably Numb at Live 8 a few years ago and was entranced by the synergy of visual and song. Hope you do too. BTW a <span>medium quality (90MB MP4) download of the YouTube above is <a href="http://www.justvirtual.com/SL_TheWall_v2_ComfNumb.mp4" target="_blank">available here</a>. Worth playing full screen with the volume up and the lights down <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
<p>To further consider how effective game world movies are. I created again out of a moment of relaxation a &#8216;flycam&#8217; film around some of my &#8216;builds&#8217; in Second Life. I like others were entranced by the new feature in the engine, Windlight. This rendered more naturalistic reflections and skyscapes for example. The machinima was a self expressive piece, some improvised guitar and piano and flowing movement, not really an typical &#8216;traffic&#8217; generating video.</p>
<p><img class="aligncenter size-full wp-image-610" title="gary_mogul" src="http://www.personalizemedia.com/wp-content/uploads/2008/09/gary_mogul.jpg" alt="" width="500" height="396" /></p>
<p>Ticking along at a few hundred views over a month on YouTube then Linden Lab decided to feature it on their machinima page. For a week or so it was getting between two to four thousands views per day. Over the past four months or so it has been viewed over 30 000 times, not bad for an &#8216;art&#8217; video? But outside the numbers what is the dynamic at play here? Well it is really simple. If you own any space where people frequent, make it really, really easy for them to share their experiences. You scratch their back and they will yours. Give them the tools to make it easy to create professional looking content. Let them do the viral marketing for you. Even though the community realise they are doing you a &#8216;big&#8217; favour, the joy they get from sharing is part of their own <a href="http://en.wikipedia.org/wiki/Virtuous_circle_and_vicious_circle" target="_blank">virtuous circle</a>.</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/6D00Uv0qGoU" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/6D00Uv0qGoU" /></object></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/layered-virtual-worlds-pt-ii/" title="Layered Virtual Worlds Pt II (October 12, 2008)">Layered Virtual Worlds Pt II</a> (0)</li>
</ul>

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		<title>Virtual Worlds 2008 Video Tour</title>
		<link>http://www.muvedesign.com/virtual-worlds-2008-video-tour/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-2008-video-tour/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 01:44:01 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=54</guid>
		<description><![CDATA[As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of [...]]]></description>
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<p>As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of these spaces are becoming across the intraweb / &#8216;cloud&#8217;. With over 300 million frequenting or registering for the non-game based worlds over $900 million of new investment last year in 2nd and 3rd generation services there seems to be no stopping them.</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/0CijdlYOSPc" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/0CijdlYOSPc" /></object></p>
<p>75MB MP4 Download available at <a href="http://www.justvirtual.com/SVWS_2008.mp4" target="_blank">http://www.justvirtual.com/SVWS_2008.mp4</a></p>
<p>A few immediate things that struck me on my travels:</p>
<p><span id="more-54"></span></p>
<ul>
<li>That there are quite a few worlds now getting their balance on the shoulders of Second Life and really getting to grips with the social networking aspects vs the 3D&#8217;ness</li>
<li>There IS a balance between a social space and an &#8216;agreed&#8217; advertorial world &#8211; &#8220;you give me valid experience, I accept a level of advertising&#8221;</li>
<li>A few new entrants realise that using a fully fledged, 3D game engine as the client for what is in the end a glamorous 3D facebook and requiring a high spec&#8217;d PC is not the best way. Second generation services like vSide have followed a good middle ground</li>
<li><a href="http://www.personalizemedia.com/the-avatars-take-over-the-asylum-layered-social-virtual-worlds/" target="_blank">As I reported a few days</a> ago the &#8216;layered-over-the-2d-web&#8217; version of these worlds such as RocketOn Exit Reality and Weblin show great usability and promise</li>
<li>Some worlds are demonstrating the precursor to photo realism and smooth motion while others have as much &#8216;immersion&#8217; by providing intimacy with your friends in more cutesy environments</li>
<li>Many of these worlds operate without the hype we have seen with Second Life and have slowly been building up large communities. Beware any world that tries to launch on hype, as most of these worlds are still in adolescence and not ready for mainstream</li>
<li>The Metaverse is a world of connected worlds, how/when/if they are connected will be a real challenge from a technical and standardisation perspective. Especially as a few are starting to concentrate on themes, music, sport and probably in the end very defined niches &#8211; fly fishing social world anyone?</li>
<li>It is important for those who are supposedly representing or blogging about &#8216;the metaverse&#8217; to get in there and try these services &#8211; beyond registering and wandering around for only 10 minutes (I could name several who haven&#8217;t a clue!) but&#8230;</li>
<li>There are not enough hours in the day to attempt to truly engage with each world but it is amazing how adept you become at spotting flaws and innovation when you put the effort in</li>
<li>lots more to follow from the official report in a future post&#8230;</li>
</ul>
<p><a href="http://www.kzero.co.uk" target="_blank">KZero</a> are turning out to be the best resource on the planet, tracking Social Virtual Worlds and their latent potential. They gave me permission to publish/post this great chart with a great stab at putting many of the worlds in the video across content sectors.</p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector.jpg"><img class="aligncenter size-medium wp-image-471" title="kzero_svw_sector" src="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector-300x224.jpg" alt="" width="300" height="224" /></a></p>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"><br />
</a></p>
<p>Here is a list of the worlds featured in my video in order of appearance:</p>
<ul>
<li><a href="http://www.kaneva.com/" target="_blank">Kaneva</a></li>
<li><a href="http://apps.facebook.com/yoville/index.php" target="_blank">YoVille</a> (in Facebook)</li>
<li><a href="http://rocketon.com/" target="_blank">RocketOn</a></li>
<li><a href="http://social.prototerra.com/" target="_blank">Prototerra</a></li>
<li><a href="http://www.gaiaonline.com/" target="_blank">Gaia Online</a></li>
<li><a href="http://hipihi.com/" target="_blank">HiPiHi</a></li>
<li><a href="http://hipihi.com/" target="_blank">Google Lively</a></li>
<li><a href="http://www.habbohotel.com/" target="_blank">Habbo Hotel</a></li>
<li><a href="http://www.vmtv.com/" target="_blank">Laguna Beach (vMTV)</a></li>
<li><a href="http://www.whyville.net/" target="_blank">Whyville</a></li>
<li><a href="http://twinity.com/en" target="_blank">Twinity</a></li>
<li><a href="http://cyworld.com/" target="_blank">Cyworld</a></li>
<li><a href="http://footballsuperstars.com/" target="_blank">Football Superstars</a></li>
<li><a href="http://weblin.com/" target="_blank">Weblin</a></li>
<li><a href="http://www.imvu.com/" target="_blank">IMVU</a></li>
<li><a href="http://www.secondlife.com/" target="_blank">Second Life</a></li>
<li><a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a></li>
<li><a href="http://www.activeworlds.com/" target="_blank">Active Worlds</a></li>
<li><a href="http://www.vside.com/app/dashboard" target="_blank">vSide</a></li>
<li><a href="http://atitd.com/" target="_blank">A Tale in the Desert</a></li>
<li><a href="http://www.barbiegirls.com/home.html" target="_blank">Barbie Online</a></li>
<li><a href="http://www.amazingworlds.com/index.php" target="_blank">Amazing Worlds</a></li>
<li><a href="http://www.webkinz.com/us_en/" target="_blank">Webkinz</a></li>
<li><a href="http://www.worlds.com/" target="_blank">Worlds.com</a></li>
<li><a href="http://www.spore.com/ftl" target="_blank">Spore</a></li>
<li><a href="http://www.exitreality.com/" target="_blank">Exit Reality</a></li>
<li>and 15 others including SpineWorld, Stardoll, <a href="http://www.madwolfsw.com/" target="_blank">The Manor</a>, <a href="http://www.there.com/" target="_blank">There.com</a>, Vastpark, Qwaq, PS3Home, GoSupermodel, Grockit, Croquet, Metaplace, Coke Studios, Dreamville, Dubit, <a href="http://www.mobile-kids.net/" target="_blank">Mokitown</a>, <a href="http://www.moove.com/?*4T9" target="_blank">Moove</a>, Muse, <a href="http://www.thepalace.com/" target="_blank">The Palace</a>, Playdo, Sora City, Voodoo Chat, TowerChat, Traveler, Virtual Ibiza</li>
</ul>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"></a></p>
<div id="attachment_273" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg"><img class="size-full wp-image-273" title="Social Virtual Worlds Logos" src="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg" alt="Social Virtual Worlds Logos" width="500" height="375" /></a><p class="wp-caption-text">Social Virtual Worlds Logos</p></div>
<p><strong>Video details:</strong></p>
<p>The &#8216;Social Virtual&#8217; World&#8217;s A Stage<br />
A Film by Gary Hayes © MUVEDesign/<a href="http://www.personalizemedia.com" target="_blank">Personalizemedia</a> 2008</p>
<p>&#8220;This is not a Game&#8221; &#8211; Music composed and performed by<br />
Gary Hayes http://www.korkyt.net</p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/experience-and-alternate-reality-design/" title="Experience and Alternate Reality Design (May 26, 2009)">Experience and Alternate Reality Design</a> (0)</li>
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
</ul>

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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>
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		<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. [...]]]></description>
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<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 © Gary Hayes and Deakin University</p>
<p>Below is the flickr slideshow embedded as an alternative<br />
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	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/layered-virtual-worlds-pt-ii/" title="Layered Virtual Worlds Pt II (October 12, 2008)">Layered Virtual Worlds Pt II</a> (0)</li>
</ul>

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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 “Five Must-See Sites” in Second Life. Bettina [...]]]></description>
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<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 “<a href="http://nwn.blogs.com/nwn/2007/12/possible-in-sec.html" target="_blank">Five Must-See Sites</a>” 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>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/cnn-puts-its-foot-down-in-second-life/" title="CNN Puts it&#8217;s Foot Down in Second Life (February 3, 2009)">CNN Puts it&#8217;s Foot Down in Second Life</a> (0)</li>
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/the-browser-as-virtual-world-final-frontier/" title="The Browser as Virtual World Final Frontier (February 10, 2009)">The Browser as Virtual World Final Frontier</a> (0)</li>
</ul>

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		<title>Creativity in Second Life</title>
		<link>http://www.muvedesign.com/creativity-in-second-life/</link>
		<comments>http://www.muvedesign.com/creativity-in-second-life/#comments</comments>
		<pubDate>Mon, 12 Jun 2006 23:41:43 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[3D graphics]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[artificial intelligence]]></category>
		<category><![CDATA[Boogie Board]]></category>
		<category><![CDATA[Clames Clanger]]></category>
		<category><![CDATA[Contact]]></category>
		<category><![CDATA[digital photography]]></category>
		<category><![CDATA[games controller]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[I]]></category>
		<category><![CDATA[I am]]></category>
		<category><![CDATA[Jodie Foster]]></category>
		<category><![CDATA[Kronos]]></category>
		<category><![CDATA[Lawrence Lessig]]></category>
		<category><![CDATA[less]]></category>
		<category><![CDATA[less technology]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[professional music producer]]></category>
		<category><![CDATA[real world media management]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[screen capture]]></category>
		<category><![CDATA[so-called interactive services]]></category>
		<category><![CDATA[social tools]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=97</guid>
		<description><![CDATA[Give people very simple and highly social tools for producing and creatively sharing content and truly inventive things will happen. In a growing &#8216;easy to publish&#8217; movement the current user generated, digital personalized content explosion will continue indefinitely &#8211; the creative big bang. A digital stills or video camera and a computer in the right [...]]]></description>
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<p><img title="© Gary Hayes 2006" src="http://www.personalizemedia.com/media/kylie01.jpg" alt="© Gary Hayes 2006" width="330" height="257" align="right" />Give people very simple and highly social tools for producing and creatively sharing content and truly inventive things will happen. In a growing &#8216;easy to publish&#8217; movement the current user generated, digital personalized content explosion will continue indefinitely &#8211; the creative big bang. A digital stills or video camera and a computer in the right hands has already demonstrated wonderful things can happen. Give anyone a pen and paper and a thousand works can be produced, books, comics, sketches, screenplays, personal letters, song lyrics and so on. Give them a simple way (blogger, wordpress etc) to publish their thoughts, opinions and journals onto the interweb and we end up with 44 million blogs and rising. Give them a place like Flickr to store, tag and share their digital photos and as well as a billion images, covering the state of the planet, we also find something the creators never thought of or intended &#8211; endless mashups, games and interconnections between users content. In fact the simpler the tool set, the more people can play with it, create their own rules and more importantly extend the environment. Most so-called interactive services or console games suffer from the been-there-done-that moment when the &#8216;story world&#8217; is exhausted as I mentioned a couple of posts ago. Even some of the RPG online games suffer from this in that you have rule sets, repetition and actions you &#8216;have&#8217; to perform to continue or rise up the ranks, whatever is your preference &#8211; this constraint hinders creative production. So what do you do when you get given a completely new world where the narrative and rules are unlimited?</p>
<p><span id="more-97"></span></p>
<p><img src="http://www.personalizemedia.com/media/clames02.jpg" alt="" align="left" />To answer that question here are some of my current, initial thoughts on being creative inside Second Life. A few have referred to this world now as the future of the internet &#8211; in that the 2D website will be replaced by a 3D space not disimilar to what is evolving here. That may well be true, in which case all the creativity we see on the web at the moment will morph into a cluster of shared 3D spaces. I will look in a moment though at photography, filming, creating games and original art inside SL but first what are the majority of the now quarter of a million residents up to? Most have unsurprisingly brought key elements of the real world with them &#8211; the three way street of money, socialising and sex. I differentiate the last two because there are only around 10-20 thousand involved in virtual sex &#8211; according to the purveyors of the various bits of &#8216;equipment&#8217; you need to buy. I do feel most though use the world as a place to meet their peers or just as a &#8216;cute&#8217; way to communicate (an alternative IM or chat room &#8211; see <a href="http://www.personalizemedia.com/index.php/2006/05/27/alternate-reality-games-in-virtual-spaces/#comment-348" target="_blank">Tony&#8217;s comments</a> a few posts ago). Of course there are those who are only after making a buck or two, selling clothes, gadgets, buildings and anything else that can be bought on the &#8216;outside&#8217;. For many, judging by the endless malls and classifieds, it is a place to hang and watch the tens of dollars trickle in, for a few it is a real income which means they really have given up the day job. Hats off to them, but not original.</p>
<p>I think many in the world also use Second Life as a means to live the life they never will be able to &#8211; the nice house, alternate (sometimes deviant) lifestyle and all the trappings in a nice, like-minded neighbourhood. But what else apart from money, socialising and sex? Is there anything really unique being created rather than cute representations of the real world &#8211; sure there are wonderful themed gardens and coastal scenes &#8211; but like the scene in the film Contact where Jodie Foster was told (I paraphrase) &#8211; &#8220;we did it this way so as not to scare you&#8221; when referring to how a higher race may communicate with us, by taking us to a familiar, pleasant environment. But what about the unqiue and higher art forms, photography, film, games, sculpture, <a href="http://traumwerk.stanford.edu/LifeSquared/2006/05/zeroone_second_life_1.html" target="_blank">art</a>, <a href="http://secondlife.blogs.com/nwn/2005/07/someone_comes_t_1.html" target="_blank">literature</a>, <a href="http://nwn.blogs.com/nwn/2006/06/free_culture_ma.html" target="_blank">mash-ups</a> and <a href="http://slmusic.org/" target="_blank">music</a>? I talk about the first four here from a &#8216;producing-it&#8217; perspective but will get to the last four in a future post.</p>
<p><img src="http://www.personalizemedia.com/media/anya_cello.jpg" alt="" width="421" height="317" align="right" /> I have been dabbling, like a few others, with &#8216;finer art&#8217; photography, filming (machinima) and attending a few lectures. I have also been playing with scripting music and ai type 3D graphics motion but early days yet. I have seen some very nice original art pieces that are enabled by the very basic 3D tools you get as standard but only a handful of people are creating the truly original works. But what about photography? Well it is relatively straightforward to screen capture the world in second life, a what- you-see-is-what-you-get digital photography equivalent. But to produce anything of a higher standard, like real photography, you need to spend time. Not as much as filming of course, but devote time and effort. I have done a few trial shoots (images scattered in this post &#8211; Anya above) and found that all the same rules apply as to a real shoot &#8211; I have done quite a few professional real life photo shoots on and off over the years. You have to find willing subjects who take direction, you need good clothes, you need to use special lighting and find great locations with suitable environmental elements. Then there are the unlimited poses for the avatars (yes it is sometimes easy to forget when you are in the middle of shoot that these are just 3D graphic models). Then there are the endless expressions and props you have to manage.</p>
<p><img title="©Gary Hayes 2006" src="http://www.personalizemedia.com/media/kylie02.jpg" alt="©Gary Hayes 2006" width="366" height="284" align="left" />Finally your photographic sensibility and aesthetic have to be utilised. Composition is critical in a world of unlimited depth of field &#8211; the angle of view, elements in the scene and overall colour ranges. These things apply to filming but then you have consider many more things such as animation, moving camera and filmic narrative which complicates things even further &#8211; more later. Photography is a very social thing in this world as to achieve good results the communication between avatars (and their puppet masters) is crucial. Just using chat or IM slows things down, one where you are in control of the subject is obviously better but most social, would be to use voice or skype during the session. The key point I am trying to make here is that to produce anything of aesthetic value you need to put in the hours &#8211; like the real world it requires dedication. The real world of CG animation likewise requires true dedication shuffling those millions of pixels around, you have full control, but also unlimited variables and possibility &#8211; an major effort in filtering and selection.</p>
<p><img title="©Gary Hayes 2006" src="http://www.personalizemedia.com/media/film01.jpg" alt="©Gary Hayes 2006" align="right" />This leads onto making <a href="http://secondlife.com/showcase/machinima.php" target="_blank">machinima in Second Life</a> &#8211; but which applies to any games engine filming. Firstly the story. OK this goes without saying but many machinima narratives have often been constrained or certainly curtailed due to the limitations of the medium. The best stories are the ones that play to the strengths of this medium and like my earlier post on ARGs in Second Life, use narratives that are rooted in the environment. There is a group in second life called alt-zoom that are pioneering filmmaking in this environment and a few friends are also pushing the envelope. Kronos (aka David) is, like me, learning the tricks of the tools and I will do a post later about the more craft/tech side of lighting, frame rates, colour balance, capture settings etc:. The technical side of capturing the real time &#8216;play&#8217; is relatively straightforward as is the set building (which is a breeze and pleasure here). What is not so easy is the cinematography and the quality of the character animation and facial expression. Using a locked off or auto tracking camera is not so bad but to try and create scripted camera motion takes a serious amount of time especially when trying to achieve synchronicity with the actors &#8211; I will call avatars, actors from now on.</p>
<p><img title="©GAry Hayes 2006" src="http://www.personalizemedia.com/media/film02.jpg" alt="©GAry Hayes 2006" align="left" />There are limited sets of animations for the actors and the facial expressions have a long way to go (many are garish) so for now I tend to favour a more subtle approach and use head motion rather than theatrical, comedic standard actions. You can of course create your own poses and anims in tools like poser and import them and that is the only way for bespoke filmmaking in this environment. I am also trying to pioneer live filming in second life. Using a games controller it is feasible (still working on it) to have full 360 degree control over the positioning of the camera in real time, making slow crane shots or unique tracking shots much easier. This then makes the whole process more realistic, especially if your actors are improvising and are in control in real time of each of their animation suite. In fact this really gives second life an advantage over CG produced or games console based machinima in that the whole process starts to match a real shoot. I have included a couple of stills from a test shoot I have just done on this page also. A final ambitious goal for me at least is to try to do a multi camera shoot of the real time scenes &#8211; in otherwords you could have ten or more people logged in with three doing a real time three camera shoot while the other seven take the directorial, set design and acting roles. Check posts for updates on this.</p>
<p><img src="http://www.personalizemedia.com/media/gary_clames.jpg" alt="" align="right" />As a slight tangent and following on from my earlier post on <a href="http://www.personalizemedia.com/index.php/2006/05/27/alternate-reality-games-in-virtual-spaces/" target="_blank">ARG&#8217;s in the world</a> it was interesting pick up on a range of intitiatives set-up by Linden Labs (the world creators) to try to stimulate more, social games in the environment. The <a href="http://www.secondcast.com/modules/news/" target="_blank">SecondCast</a> podcast crew talked about a few on a recent episode called &#8220;To the Zoo&#8221;. It was no surprise that they also agreed that the less technology in the game, and the more that it involves social interplay and uses the worlds grammar, the more compelling it was. So they reviewed the in-game, games The Collective, SLictionary, Tech Warfare, Boogie Board, Danger Zone, Dark Life, Castle Wars and Blocks SL. The Collective went someway to using the world for the core of its game play narrative in that it required you to &#8216;experience&#8217; as much as possible to accrue points towards a final play-off &#8211; so just saying hi to new people or going to new places was enough to take part in the game and it encouraged more than what most people do in the world. The one that garnered most social interplay was SLictionary. Yes more or less Pictionary, but in SL you a required to build (using tools that most experienced SL&#8217;ers are familiar with) objects and everyone has to guess what it is. Sounds simple and yes it was, but most time was spent on it. OK not quite an ARG but I will be playing it soon as it sounded like great fun. In the almost ARG domain there was also <a href="http://anya.blogsome.com/2006/06/05/mata-hari-quest-part-3/" target="_blank">Mata Hari that has been covered by Anya</a>, which really was a word puzzle game wrapped in a thinly veiled historial narrative. Not really an ARG, which should really be rooted in the story world of the one you are in and have a much deeper narrative structure, but by all accounts got people interested in more of the same. There are a few more on-going that I will post about later.</p>
<p><img src="http://www.personalizemedia.com/media/clames01.jpg" alt="" align="left" />Finally onto true originality. There seems to be a lack of uniqueness in second life at the moment. I suppose the time it takes to become fluent in the environment means that only a diehard few will have the time to invent new things. Sure some new fashions have appeared but what does this environment provide us as raw materials to make the unique. Well a few are playing with the fact that in a world of &#8216;suppressed gravity&#8217; and extended physics, where particle and layers animation is relatively straightforward combined with simple scripting, texturing and easily distorted primitive shapes &#8211; quite a few unique things are possible. Anya (again) introduced me to (aka) Clames Clanger (a professional music producer and filmmaker) who has his own special island where he creates unique, out of this world, but no so out of that world, pieces. They are all moving in very fluid ways and few reminded me forcibly of, getting back to the film I mentioned earlier, the transporter from Contact. All are truly innovative and pushing the imaginative envelope of a bio-mechanical future but retaining a naturalistic purity. Then there are his &#8216;nature&#8217; pieces that exhibit a level of artificial intelligence many using particle physics. All great fun, profound and firmly rooted in what SL should be about.</p>
<p><img src="http://www.personalizemedia.com/media/clames03.jpg" alt="" align="right" />Clames shows how the tools in the right hands can produce something special, sublime and unique. There are a handful of others &#8216;playing&#8217; in this space so I am excited to see what evolves. It is was also great meeting up with him as he demonstrated something I had spent a few days creating from my real world panoramic photos, surround cycloramas for the film I am doing. So it was wonderful for Clames to show that SL has its own holodeck (thanks to Nightspy). Yes a box that contains a range of computer controlled, full surround imagery exactly meeting my needs &#8211; complete with Star Trek speech commands. More on that experience and how we work with it in a later post.<br />
<img src="http://www.personalizemedia.com/media/holodeck01.jpg" alt="" align="middle" /></p>
<p>The speed at which information moves here really promotes creative thinking. The next thing is to move some real world media management thinking inside to provide a strong foundation and to allow the creatives to flourish.</p>
<p>To summarise then. In an immersive enviroment with a unique but simple set of tools anything is possible. I suspect the majority of the potentially one million by the end of the year (if the growth statistics hold up) will be doing what they always have done. A few though will pioneer, do what is impossible in the real world and create totally unique user generated content. It goes without saying that the late 2003 policy of Linden Labs on advice from the forward thinking <a href="http://www.lessig.org/blog/archives/001577.shtml" target="_blank">Lawrence Lessig</a> and his <a href="http://www.psfk.com/2006/01/lawrence_lessig.html" target="_blank">in-world talks</a> helped a great deal in promoting creative thinking here &#8211; remove the barriers to unlimited innovation, these include a sense of ownership of the work but with that needs to be very accessible and easy to use tools, and SL has some of the best.</p>
<p>Post and photography by Gary Hayes ©2006</p>

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