DMCA: Newer, Sharper Teeth

Most of us have seen or heard of the GPL (General Public License). We all know there are such things as copyright laws and Intellectual Property (IP) rights and that those rights are pressed quite often against infringing parties.
The key to all of this has to do with "copyright". Litterally 'copy rights' - or the right to copy, (official common definition here.) Well, the GPL, or Genral Public License is a pretty basic idea of creating something, and allowing it to be freely copiable and redistributable, but only under certain contitions.
Modeled after the GPL are other "open source; a.k.a. 'free"' licensing schemes, some of which are wonderful ideas. A newer system called the Creative Commons, (CC) (official web site here,) is heaven-sent for me as a photographer. There are times when I just want some very simple, easy to understand rules of my works, otherwise, have-at-it. The main difference between the GPL and CC is that the GPL usually refers to software and other intangibles, whereas the CC applies to everything else, such as print, visual and audio works.
Well, some professionals are a bit wary of the GPL (and to a lesser degree, the CC,) because a common requirement of the license is to allow the product (software, in this case) to remain copyable and redistributable, and often that original copyrights remain intact. The problem has to do with the legal definitions of these kind of licenses in the terms of just what kind of licenses they are...
Are they copyright licenses? ...or are they contract licenses?
The problem here comes down to what is called 'creative license', which is a contract licensing issue and the legal recourse of original creators is nowhere near as potent as what can be done under copyright law. This has to do with the definition of "significant derivitive works' from the original material, which also is why Tenshi Vielle was libelous in her original proclamation of theft, since (even though it already was shown to be otherwise,) the "creative license' law would have applied anyway, since the original from Renderosity is not under the CC license.
The idea is that if you take an image or other Creative Commons or General Public License work and significantly change it, then creative license law (contract law) would apply and the original creator would have little recourse. So there was a lawsuit in which one software venbdor sued another software vender for ripping them off. The accused procliamed the original software, under the GPL license fell under contract law, and that they were selling a dirivitive work. The court found for the defendant and so the GPL and by extension, Creative Commons licenses basically became useless overnight. The decision was apealed.
Now comes huge news. The Federal Appeals Court has overturned the lower court's ruling. In a nutshell, the GPL, CC and other 'public licenses' have new fangs. Nasty ones at that. The GPL, CC and other public licenses are found to fall under copyright law. It is copyright law that the DMCA, (Digital Millineum Copyright Act,) is based-on.
So, this means the creators inside Second Life and many other virtual worlds, anyone allowed to hold on to Intellectual ownership of their creations now have bazooka bombshells to lob at infringers of their Intellectual Property. A very good story about this ruling here:
Groklaw - Court of Appeals for Federal Circuit Overturns Jacobsen v. Katzer
"As the court put it, "Copyright holders who engage in open source licensing have the right to control the modification and distribution of copyrighted material." Now the case goes back to the lower court to reconsider, based on this ruling, the question of injunctive relief. So. "The heart of the argument on appeal concerns whether the terms of the Artistic License are conditions of, or merely covenants to, the copyright license," the court of appeals writes. And it finds that they are conditions, so relief is by means of copyright law, not contract. That matters a lot, because, as you've seen in the SCO saga, copyright law has teeth -- including injunctive relief -- that make policing infringements easier."
Linden Lab Goes AWOL?
[caption id="attachment_282" align="alignleft" width="250" caption="Linden Lab Goes AWOL"]
[/caption]Has Linden Lab gone AWOL?
It sure seems like it. I don't know, perhaps it's me and the entire internet connection in two different cities in my area (at home and where I work). I'm really not sure.
Every web site I visit seems to come up as it's supposed to. Google and Cuil are pretty fresh. In fact, there is life everywhere I go.
Except for the Second Life blog.
Has Linden Lab gone AWOL? Have San Francisco finally fallen into the Pacific? Have Linden Lab fallen asleep at the wheel? I know there are a lot people who would proclaim this had be alleged for the last few years.
So, why is the Second Life weblog so dusty? In two-and-a-half years of running around the virtual world and following along with the blog, I've never seen it go so long without a single posting, or even an update to and existing post.
So, I'm curious... is it only me? Are your seeing any updates? As of this writing (Thursday, August 14th, 2008) the last entry on the Second Life blog was made at 2:00 a.m. on Sunday, August 10th. So what is really going on here?
Either I'm not seeing the updates for some reason, or there is a change coming. But what and regarding what? Is the blog itself going to change? In content? Design? Functionality or look? Or is there something big getting ready to happen? Something in-world that will be posted with a sudden announcement at the SL weblog?
And if it's the latter, is it something pithy and simple, hence the dearth of activity on the blog will naturally magnify and exagerate the importance of the news? Or is Linden Lab getting ready to drop some kind of hammer on our heads again?
I really don't know. What do you think?
Playboy: SL Success, RL Fail
Funny. American Apparel came in and flopped. Several political candidates came in and flopped. Coca-cola didn't bother coming in, and succeeded.Okay, yes Coca-cola did come in-world to Second Life. and they proclaim success. I don't know, I wasn't there. However, where I do know they are successful is in their brand name. The Coca-cola logo is all over SL. It's all over the real world, too. I know some people that actually collect Coca-cola collectibles. Well, to Coca-cola's credit, they said 'hey, go for it'.
They have openly and publicly allowed the use of the Coca-cola logo to be used by the residents of Second Life as they choose, but without relinquishing any rights. This went over well with the residents of SL in a big way. Wise move, Coke.
There are a lot of real word companies who have no idea their intellectual properties are being abused in Second Life through either misappropriation of their official logos, such as Apple, Inc. to the use of their products, such as the Deviant product line being (allegedly) completely mimicked and replicated based on real world products. (Last word I have is that another SL resident has acquired writen license and full rights for exclusive reproduction of these items inside SL, makes me wonder what Deviant will do, should a cease and desist come through.)
So along comes Playboy.
They buy and build a sim, (private region; a.k.a. Private Estate,) and build-up the buzz. Advertising throughout the blogosphere, likely also in their magazine, and through news stories in the decent SL News Blogs like New World Notes and SLNN. From what I read, it was a lackluster opening and then, as reported, deserted. And, like American Apparel, Nissan, NBC and so many others, they left it to sit. The whole "build it and they will come' idea has never, ever flown in Second Life.
People need a reason to go there. and the first reason is that there are other people there already. So, events are a prerequisite in these things. So, it turns out mPlayboy's demise in Second Life has been greatly exaggerated. it turns out that even though the real world brand is struggling, the brand inside SL is thriving. And Playboy approchaed the whole logo intellectual property thing in SL properly.
Rather than come in and demand a full take-down, leveraging Linden Lab's awesome takedown powers via DMCA, and unlike Coca-cola: simply releasing the logo into the creative commons within SL, they decided to approach all those creators in Second Life using the term and logo that is intellectually owned by the company.
And what they did was to partner with these creators. Help standardize pricing; perhaps a little marketing... I don;t know the details. But in a nutshell, Playboy to creators using Playboy I.P.: Give us a cut and you can keep-on with the logo. It is my understanding 75% or more of those approached took the deal. So, what happens is Playboy now has and maintains control of your property, namely their logo and name, the creators get official endorsement and assistance, and Playboy now has a huge marketing reach with-in SL.
Wow. This is apparently so successful that when Playboy released their financial numbers, eyebrows were popping up sudenly all over the place. Take a look at the article - it's fun read:
Playboy's Second Life sim buzzes, even as real-world brand falters
"The company has not only found success driving a steady stream of in-world traffic, but also licensing its brand to other, Second-Life only brands. By pairing with successful Second Life designers, and pricing items at an affordable price (L$150 - L$300, which is about US$1), Playboy's experiment seems to be doing well. It's a situation that has eluded many other real-world companies which have set up shop in the virtual world."
Second Life = "Web 2.0" = Mainstream...?
[caption id="" align="alignright" width="224" caption="Apple, Inc. "Mobile Me" Cloud Computing Service for Mac and Windows"]
[/caption]
Gartner is proclaiming Web 2.0 to be about two-years away and proclaims that this so-called Web 2.0 will include such things as cloud computing and virtual worlds like Second Life. Well, the problem with taking version numbers onto such intangibles as the Worldwide Web is... well, it's intangible.
I have seen C|NET refer to what we have right now as "Web 2.0" - specifically the social media craze, like 'Multiply', 'MySpace", 'Friendster', 'Facebook', 'Twitter' and the other countless blogging and other social properties out there now.
The problem is that to get from "Web 1.0" to where we are now has taken more than a decade. The first Worldwide Web was simply... the web. Then people found a way to actually take those long, boring, gray mile-long web pages and found a way to actually have them appear the way they want them to, with test wrapping around pictures and so on.
Then came midi (Musical Instrument Digital Interface) and sound was suddenly all over the place. Then video, then the Instant Messengers, then the Forums, then the Blogs then...then...
Okay, these are not listed in any accurate order, but you get the idea. When did the web suddenly switch to become Web 2.0? And according to gartner, Web 2.0 is still two years-off, when cloud computing, such as Apple, Inc.'s "Mobile Me" and virtual worlds such as Google's Lively and Linden Lab's "Second Life" will be come "mainstream."
Oh, and of course, unlike the slow, molasses-ie movement to where we are now, a switch somewhere will be flipped and Web 2.0 will be flipped-on. Or is it really Web 3.0?
I guess it depends on who you talk to. :\
Source: ZDNet.co.uk
[/caption]Gartner is proclaiming Web 2.0 to be about two-years away and proclaims that this so-called Web 2.0 will include such things as cloud computing and virtual worlds like Second Life. Well, the problem with taking version numbers onto such intangibles as the Worldwide Web is... well, it's intangible.
I have seen C|NET refer to what we have right now as "Web 2.0" - specifically the social media craze, like 'Multiply', 'MySpace", 'Friendster', 'Facebook', 'Twitter' and the other countless blogging and other social properties out there now.
The problem is that to get from "Web 1.0" to where we are now has taken more than a decade. The first Worldwide Web was simply... the web. Then people found a way to actually take those long, boring, gray mile-long web pages and found a way to actually have them appear the way they want them to, with test wrapping around pictures and so on.
Then came midi (Musical Instrument Digital Interface) and sound was suddenly all over the place. Then video, then the Instant Messengers, then the Forums, then the Blogs then...then...
Okay, these are not listed in any accurate order, but you get the idea. When did the web suddenly switch to become Web 2.0? And according to gartner, Web 2.0 is still two years-off, when cloud computing, such as Apple, Inc.'s "Mobile Me" and virtual worlds such as Google's Lively and Linden Lab's "Second Life" will be come "mainstream."
Oh, and of course, unlike the slow, molasses-ie movement to where we are now, a switch somewhere will be flipped and Web 2.0 will be flipped-on. Or is it really Web 3.0?
I guess it depends on who you talk to. :\
"...cloud computing and SOA will deliver business transformation by "driving deep changes in the role and capabilities of IT", while virtual worlds — such as Second Life — are currently suffering from being over-hyped but, in the long term, will "represent an important media channel to support and build broader communities of interest"."
Source: ZDNet.co.uk
Linden Lab Serious About Scalability?
Apparently so.And it's about time. It all comes down to the asset servers. Those are the life-blood of Second Life and all things virtual world.
I am an experienced I.T. guy, but I don't even pretend to know exactly how Second Life is set-up and configured and all the intricate little details. However, based on my own experience with Computer Three-Dimensional Art and and back-end Information technology systems, etc., the basic paradigm should be pretty straight-forward.
First, geometry instructions are stored on a computer. These are either ASCII (text) files or descriptions (much like the way Poser files are all text-based) or binary files. Basically, this information is passed to your client software, also known as the Second Life 'viewer'. Then that client software, and your computer take that information and use it to calculate what the object would be shaped like in three dimensions, then calculate the perspective raitio based on the angle you are viewing it from. The same with textures and how they would look 'painted' on the object and so on.
Well, these descriptions are counted in the billions. And there must be some kind of indexing system. In the Xenix/Unix/Linux kind of systems, and later beginning with Windows NT and the much-hated "registry", there has been a long, cryptic code used to identify these digital assets, known as a Universally Unique Identifier (UUID).
Well, this index is constantly working to fill agent requests. Everything in Second Life has a UUID. Even you. What you know as your "Avatar Key" is really just a UUID. So everytime to see something, see another person, look at a profile, rez something on the floor... the asset servers are accessed for the UUID, so your viewer knows just what it is it is suppoed to draw for you. 30-times a secnd, preferably.
Now i repeat: I am not intimately familiar with the Linden Research "Grid Technology" and its protocols and configuration and all that. But, it seems to me that if Linden Lab wants to make Second Life or, at least the "Second Life Grid" to become a standardized platform for some new 3-D web, they need to make the technology far more scalable than it is right now.
The Asset Servers will (and pretty much do) act a lot like the Domain Name System (DNS) currently employed on the World Wide Web. The DNS is what translates a name or words into numbers. All computers on the Internet are sitting at an Internet Protocol (IP) address, which is simply a series of four sets of three-digit numbers, each ranging from zero to 255. When you enter the words "secondlife.com" into your browsers address bar, the DNS system converts that to the appropriate numerical address, which looks something like "192.168.0.1".
If you think about it, the Asset Servers used in the Second Life Grid technology basically do the same thing. The problem is that the Asset Servers are serving everything. Right now, the DNS system simply redirects you to the appropriate computer on the Internet and the server does all the work from there. It delivers the web page and the web pages tells your browser where to find any pictures, or sounds or video and so on.
Once you are passed off to the web server, the DNS system rarely interracts with you untill you need to be pointed to another address. So, it's sleek and hums right along.
However, imagine the DNS system handling everything.
It points you to the appropriate machine, the appropriate web page file, each and every image location on that server that happens to be in the page, all the videos, all the sounds... everything. And while it's doing all of this for you, it's doing all of this for everyone else as well. I suspect the Worldewide Web would simply break. All of it comes to a screaching stand-still.
Well the good news is that "M" and company have decided to bring someone on board with America Online experience. The purpose of this individual is to consider The Grid stability. Hopefully, sometime withing 10 or 15-years, Second Life will actually run a lot like the Worldwide Web in terms of stability. Of course, it is unlikely we will be able to get a lot more than 40 to 60 avatars into a host (simulator; region; estate) at the same time because unlike web pages that are quickly downloaded to your local machine and then you are actually browsing 'off-line', Second Life is a continuous-live connection and constantly updated. For you and everyone else.
So, for hopefully good news that will eventually be coming down the pike, take a look at the original story about Frank Ambrose becoming a Linden:
Linden Lab Appoints Frank Ambrose as Senior VP of Global Technology
SAN FRANCISCO - (Business Wire) Linden Lab®, creator of the virtual world Second Life®, today announced the appointment of Frank Ambrose as Senior VP of Global Technology. Ambrose has 20 years of experience in technology infrastructure development, data architecture and operations, including his most recent role as AOL's Senior Vice President of Technology for Infrastructure and Network Services. Reporting to Linden Lab's CEO, Mark Kingdon, Ambrose will oversee the development of new processes, systems and tools to maximize the scalability of Second Life's network architecture.
Just How Real Is Second Life Anyway?
We've all read and heard the reports of the benefit and detriment of virtual worlds and Second Life in particular. among the many factors regarding virtual world is the immersible experience. I'm not referring to the whole "immersion versus augmentation" debate. But rather the overwhelming psychological experience we get while speaking with another live human being, even if only through text-written chat.
as you sit at your computer in the middle of the night in Europe talking to someone whose sits in the middle of the afternoon in Asia somewhere, you cannot help but to get the definite feeling that you are there. standing next to them, on the beach at sunset. This psychological effect has a lot of benefit for a lot of people. Especially those who may be handicapped in some way.
It also has negative effect on some people, with regard to their real lives: spending too much time at the computer; spouses and significant others actually fearful of trysts and cheating - yes, cheating with a digital representation of another person.
The benefit or problem, depending on how you look at it has to do with the sheer realism these virtual world can create. Especially sandbox-style worlds like Second Life. Because of this realism and the effect and clear perception of actually being physically together, there are many companies and others investigating Second Life and other virtual worlds with the possibility of actual meetings.
Not the typical webinar or whiteboard-on-the-web type meeting, but the actual get-together type of meeting.
Unfortunately, there are serious hurdles to be overcome. Technologically, client-wise, usability and so on. Take a look at a "technology Talk" for a great article on this very idea of corporate meetings in virtual spaces. if you even think you might someday suggest the idea to your employer, it's worth a read for discovering some of the pitfalls if nothing else.
Source: Technology Talk: How Real Are Virtual Meetings? "Virtual worlds like Second Life, There.com, and more business-focused offerings are on the brink of becoming valuable work tools. But it's still early, pioneering days," wrote Forrester Research analysts Erica Driver and Paul Jackson in the report "Getting Real Work Done In Virtual Worlds." "You've practically got to be a gamer to use most of these tools—setup can be arduous, navigating in a 3-D environment takes practice, and processing and bandwidth requirements remain high."
An Avatar by Any Other Name Is a... er, a... hmm.
Derived from the Sanskrit avatar, meaning "descent," avatar first appeared in English in 1784 to mean an incarnation or human appearance of a deity, particularly Vishnu. Hindu mythology avers that 10 incarnations of the peace-loving divinity will appear on Earth, each an avatar, or "descent," of the god himself. (That Vishnu has four arms is not in dispute. As to the qualities of his bosom, however, the Vedas are mute.) From that celestial origin, the term's meaning expanded beyond the strictly religious, coming to mean something akin to "an embodiment, or object of worship," as in David Masson's 1859 derogation of John Donne (a poet whose claim to the metaphysical was of a wholly different stripe) in his book The Life of John Milton.Source
How Real Is Second Life Anyway?
We've all read and heard the reports of the benefit and detriment of virtual worlds and Second Life in particular. among the many factors regarding virtual world is the immersible experience. I'm not referring to the whole "immersion versus augmentation" debate. But rather the overwhelming psychological experience we get while speaking with another live human being, even if only through text-written chat.as you sit at your computer in the middle of the night in Europe talking to someone whose sits in the middle of the afternoon in Asia somewhere, you cannot help but to get the definite feeling that you are there. standing next to them, on the beach at sunset. This psychological effect has a lot of benefit for a lot of people. Especially those who may be handicapped in some way.
It also has negative effect on some people, with regard to their real lives: spending too much time at the computer; spouses and significant others actually fearful of trysts and cheating - yes, cheating with a digital representation of another person.
The benefit or problem, depending on how you look at it has to do with the sheer realism these virtual world can create. Especially sandbox-style worlds like Second Life. Because of this realism and the effect and clear perception of actually being physically together, there are many companies and others investigating Second Life and other virtual worlds with the possibility of actual meetings.
Not the typical webinar or whiteboard-on-the-web type meeting, but the actual get-together type of meeting.
Unfortunately, there are serious hurdles to be overcome. Technologically, client-wise, usability and so on. Take a look at a "technology Talk" for a great article on this very idea of corporate meetings in virtual spaces. if you even think you might someday suggest the idea to your employer, it's worth a read for discovering some of the pitfalls if nothing else.
Source: Technology Talk: How Real Are Virtual Meetings?
"Virtual worlds like Second Life, There.com, and more business-focused offerings are on the brink of becoming valuable work tools. But it's still early, pioneering days," wrote Forrester Research analysts Erica Driver and Paul Jackson in the report "Getting Real Work Done In Virtual Worlds." "You've practically got to be a gamer to use most of these tools—setup can be arduous, navigating in a 3-D environment takes practice, and processing and bandwidth requirements remain high."
An avatar by any other name is a... er, a... hmm.
It's no secret our language changes over time. Listen to rap music sometime. If only the Federal Communications Commission (FCC) knew what half that language meant, they'd shut-down half the radio stations in the country.
And in the United States, well... there are two versions of the english language. We bastardize it so bad, that it is referred to as "American English". Leaving the other to simply be known as "English", or more accurately 'World English.
For example: to turn your body 180 degrees from whence you were facing is usually called "turn about". However, in the United States. it's "turn around". And now with the advent of the Internet, there comes 'netspeak'. My personal pet peeve,
Netspeak is laziness, plain and simple. And if you were to try to communicate with me using netspeak, I am going to do whatever I can to call you out on it and embarrass the hell out of you. An example of of netspeak might be...
Proper: "Thank you. How have you been? Please scuse me a moment, I need tp step away from the keyboard for a moment and will be right back."
Netspeak" "ty. how u? afk, brb."
Idiots.
In other cases, our language simply evolves. As much as I hated English lessons in school, a lot of it has turned into my pet peeve. But I also find it fascinating to learn the history of things. Especially phrases and words in our language.
For example, most of us have heard the term "the whole nine-yards". Do you know where that comes from? In World War II, many American fighter planes were loaded up with machine-gun rounds that were clipped together in a strip. That strip, when stretched-out on the ground was measured at nine-yards long. This was a full load of ammunition.
When returning from an aerial dogfight, a fighter pilot would often proclaim "I can him the whole nine-yards!" And thus, "whole nine-yards" has morphed into meaning "I gave him everything."
So, back to the word "avatar". I accidentally ran across a fascinating history of the word and had no idea it originates from a description of a 'God'. If you have the time (it's a long, technical read,) you might just find it as interesting as I did.
But then again, I'm wierd.
ty 4 read me. afk now, brb soon.
Derived from the Sanskrit avatar, meaning "descent," avatar first appeared in English in 1784 to mean an incarnation or human appearance of a deity, particularly Vishnu. Hindu mythology avers that 10 incarnations of the peace-loving divinity will appear on Earth, each an avatar, or "descent," of the god himself. (That Vishnu has four arms is not in dispute. As to the qualities of his bosom, however, the Vedas are mute.) From that celestial origin, the term's meaning expanded beyond the strictly religious, coming to mean something akin to "an embodiment, or object of worship," as in David Masson's 1859 derogation of John Donne (a poet whose claim to the metaphysical was of a wholly different stripe) in his book The Life of John Milton.
Source: On Language: 'Avatar' has taken on life of its own
"M" to Second Life Residents: Prepare for Lockdown

It's actually funny how the Internet news scene works. For example, a lot of Second Life news is reported in Australia, Africa and especially India.
So, I found, in India via the India Times Infotech page, news out of San Francisco about Second Life, as told by Mark Kingdon, a.k.a. in-world as "M" (Cute, by the way - get the James Bond connection?) I have been saying for the last six-months or so that Second Life will be undergoing an overhaul in the new future.
By the way, everyone knows Linden Research is the parent company of Linden Lab, which owns and runs Second Life. My references to Linden Lab are indirectly aimed at Linden Research as a whole. (Do you like the way I so diligently placed copyright and trademarks in there? pffft)
When I say 'overhaul', I am not referring to the back-end server and viewer upgrades and all the experimental gadgets for interfaces and things like that. Nothing 'tech'.
Rather, by overhaul, I'm referring to Linden Lab's 'interference' with the residents of Second Life - how things are done, what is and is not allowed. In other words: governance. Thing will be tightening up, I have no doubt. The proverbial noose is slipping tighter as it were.
Linden Lab had always proclaimed they would simply keep the world inside Second Life alive (technically, via the hardware and connections and all that,) but remain hands-off with everything that goes-on inside. At least, that was the initial vision.
And that's how it was... until the "ageplay" (which is really not what everyone thinks it is) issue came into light. Not as much about the ageplay itself, but because alleged real life child pornography was involved. Linden Lab got a really bad wrap out of it, no thanks to incredibly unscrupulous reporters and sensationalism story-telling which smells a lot like bogus hype and dizzying spin.
But I digress.
This put Linden Lab into the media spotlight in a negative light. obviously no one likes to be in a negative media spotlight. However, the lab, in my own opinion only, decided to take a closer look at things going-on in world. They decided to take a closer look at the whole gambling issue. And, seeing how cruel and unethical the media can be, with their spinning and sensational alarmist and all that - perhaps it was thought "hey wait a minute - there are some serious laws in effect in the United Sates, where we are, that could be twisted and bastardized to make it look like we are in violation of - and be shut down.
Because Linden Dollars (L$) can be exchanged for real life United States Legal Tender currency, it could be construed that U.S. Currency is being wired over the internet for the purpose of gambling. Thus, banks (including Pay Pal, a U.S. Company) could really get the jitters about this.
Linden Lab decides to take the proactive measure of shutting down all gambling based on what might happen, no matter how unlikely.
Even though the "sex play" in Second Life is figured to be a paltry 15% of SL users or so, that area of activity seems to always get attention whenever Second Life is mentioned in the news. Even most short little blurbs.
Well, McDonalds, Sears, Wal-Mart, and so many other big-named, early-adopters of new technology and internetisms will definitely shy away from Second Life - partly because of this infamous publicity surrounding SL as a whole, since perceptions - as wrong as they may often be - are everything.
So, Uncle Phil decides to hire a big gun. In walks Mark Kingdon. Mark's job is to turn Second Life and, by extension, Linden Lab and Linden Research legitimate. The only way to do that is to bring-in the big corporate types as customers. Get them to use Linden Lab's product: Second Life. The only way to do that is to mop-up the mess.
So, how do you mop things up?
Simple, put frog into pot of water on stove, slowly turn heat up over time so the frog acclimates to temperature rise without really noticing it. Then, eventually, frog is cooked ... and dead.
So, "M" has to start somewhere. Why not with some of the biggest things current customers, the residents, are complaining about? First it's a few little things, including a policy about advertising and extorting virtual land owners over 16-square meter parcels.
The policy put into effect was relatively successful - in that it terminated most bogus advertising. However, the oily scumbags who'd come up with the idea in the first place will react and find ways around the policy. Which they have. Simply remove the bogus advertising and put something else just as unsightly in it's place, or create the tiny blocks of parcel in the middle of larger parcels and leave them empty - but place them for sale at ridiculously over-priced rates.
Anyway, using the "advertising extortion" excuse, Linden Lab now makes it's first introductory yank on the leash of residents of Second Life and asserts governance control as it proclaims, rightly so, it is the 'estate manager and owner' of all sims that comprise the "mainland," and will now assert it's authority in what can and cannot be done on the mainland. (See Linden Lab's announcement here.)
Of course, the announcement is that this is happening due to resident complaints and the like. Yes, true. But it is likely not the motivator.
Rather, it likely has to do with the land-glut created but the availability of "open space" sims: low-cost, low tier full simulator regions known as estates and set on the grid all by their lonesome selves. Of course people are going to jump on those - total control? No nasty neighbors? So what if they only have 1/10th the number of prims? Only need so many for a house and other fun stuff... like sex beds and sex sofas and sex kitchens and sex tubs and sex dining tables and sex... er... Well. There you go. I have now provided the requisite "Second Life is all about sex" routine.
Anyway, people are bailing from the mainland into these open space estates. Either to buy for themselves or to rent from a private estate owner. Linden Lab already admits their primary income is from land tiers (hosting fees, essentially.)
So, the mainland really needs to be cleaned-up or no one wants to be there. Hence step one: drop the hammer. Take control, make rules and policy and tell the residents what they can and cannot do on mainland parcels.
In a nutshell: it is not allowed to be ugly.
But more importantly: "it is not allowed..." Linden Lab now takes direct control of governance issues. And they will continue to do so, more and more.
I predict this, though I have no idea how long it will take: Eventually, sooner or later, all mainland will be "PG". If you want "mature" anything - it will have to be on private estates. That way, Linden Lab can easily and plausibly claim they take no responsibility for what happens on private estates. They are simply hosting.
Now - what leads to my proclamation of doom and gloom that Linden Lab will seriously restrict what residents can and cannot do in Second Life (even if only on the mainland)?
The very first paragraph of the article I spoke-of at the top of this post (emphasis is mine):
SAN FRANCISCO: Linden Research Inc, the developer of the Second Life virtual world, will make the service easier to use and court more business customers as it gears up to compete against Google Inc, Chief Executive Officer Mark Kingdon said.
Then let me know what you think about it? I mean... really.
Second Life Sex: "Messy, frustrating and embarrassing"
Candy Hudson has a fun write-up about sex in Second Life. It's a humorous look at the steamier side of SL and a bit a of a crack-up as she explains that she keeps removing her hair instead of opening doors which is her intent.Umm, Candy, that description leaves me with the impression you baren't very adept at computer mouse control for anything, much less Second Life. I don't mean that in any way other than humorously. <winks> - mostly because you simply click to open a door and right-click; choose from menu to remove hair.
Candy sez:
"This, of course, is the sort of stuff you don’t hear about the brave new virtual world: The fact that – despite being billed as an über version of reality – sex in the metaverse is often just as messy, frustrating and embarrassing as sex in the “meat” world."
This is actually quite accurate, as a far a newbies are concerned. I am sure it's no real secret that throngs are coming to and investigating Second Life for the sex side of it they keep hearing about. Fortunately, most of those newbies that stay eventually figure out there is so much more to second life that sex-balls and freebie orgy rooms (that frankly are a disgrace and embarrassment to every respectable person in SL.)
How do I come to this conclusion of people signing-up just for the rumored gang-bangs?
Candy sez:
"Entry-level boy avatars have it even worse. One mate spent zillions of Linden dollars buying property and fancy clothes in the hope of getting lucky with one of the minxy little numbers he’d seen strutting round the SL sex clubs. Then, when the big moment finally came, he pulled down his daks and discovered he was smooth like a Ken doll. He hadn’t realised that – like Christmas toy batteries – SL penises aren’t included."
It's a great read. head over there and see the truth about avatar sex in Second Life. Then come back and tell me... is she right?
Linden Lab Drops Hammer on Mainland
I told you it's been coming. And now it's here. Governor Linden and the Linden Army are mobilizing. Is it marshall law? No, not really. it's the "slippery slope" that always seems to rear it's head in times like these and the Lindens simply cannot win.
They are constantly damned if they do and damned if they don't.
They are ridiculed and whined-to when they leave everything alone in a hands-off approach - such as the whole ageplay fiasco a while ago. But then, the very same people will whine and chastise Linden lab when they do intervene, take the recent SL5B event.
And the constant whining about how Linden Lab needs to protect people from themselves. The current issue: the land glut and 16 square meter squatters and extortionists. Thank God for private estates and the way Linden Lab still maintains a hands-off approach to them.
Jack Linden has made a long post about changes coming to the Second Life Mainland:
Jack Linden sez... "As Estate Manager for the Mainland continents, Linden Lab needs to become more involved. Much more. We have to actively work to provide the best experience for our customers just as the many wonderful private estate owners do for theirs. You can expect to see Linden Lab proactively resourcing, planning and taking action to better support the many mainlanders on our estate; we have a responsibility to our tenants and we take this role very seriously."Frankly, I'm with Linden Lab on this one. A heads-up - it's a long, more complicated than normal post to the Second Life blog. What do you think? Is it marshall law?
Firefox Flight Helmet: in Second Life
As the article states: 'eat your heart out, Luke Skywalker.' A new technology in headsets will allow people to game and otherwise use the computer and control certain aspect by thought. Anyone remember the old movie "Firefox"? [Gawd I love that movie!]
In the movie, the pilot of a top-secret Russian jet was exponentially more deadly because of the though controls, accomplished through sensors in the helmet. The pilot only needed to think "fire missiles" and away they went, tracking the target the pilot was thinking of. Well, it seems such a pilot helmet is not too far-off. An article in USA Today highlights a new product that does htis:
And in a preview of possible future applications, EPOC's ability to both read an emotional state and transfer facial gestures — a smile, a wink — from a player to its on-screen character also makes it a natural for virtual-world games such as Second Life, says Le.
"Emotiv's elegant, lightweight EPOC headset is a piece of cutting-edge technology that grants Yoda-like telepathic powers, allowing players of computer games to move items on screen with merely their thoughts. Due for release by year's end, the $299 device will come bundled with an adventure game in which players complete tasks for an Asian sensei."So, how can this device apply to Second Life? Well, the closing statement of the article makes it pretty clear: To me able to visually emote by animating your face on screen, such as frowns, smiles, winks and blinks and so on. Though, such a headset might be a bit overpriced and overkill for such simple animated emotes in Second Life, it might be on your Christmas list of you also are a gamer with other genres... Source: USA Today
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