AI / Robotics Blog 2008-03-07T19:56:14Z tag:,2008:/58 Movable Type Copyright (c) 2008, jjainsch Identity, Migration and Critical Density 2008-03-07T19:56:14Z 2008-03-07T17:48:27Z tag:,2008:/58.31083 2008-03-07T17:48:27Z I love the last ten days before a big show, when final pieces of the program start falling into place. Sun's Nicole Yankelovich will be keynoting on Tuesday the 18th, discussing Wonderland: Sun's powerful 3D collaboration world for knowledge-workers. Yankelovich... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog I love the last ten days before a big show, when final pieces of the program start falling into place. Sun's Nicole Yankelovich will be keynoting on Tuesday the 18th, discussing Wonderland: Sun's powerful 3D collaboration world for knowledge-workers. Yankelovich is Principal Investigator in Collaboration Environments for Sun Labs, and is a bonafide pioneer in user experience design -- an early innovator in IP telephony, speech UI, shared shells and similar technology. Following up at 2 PM PST/5 PM ET will be Sun's Chief Gaming Officer, Chris Melissinos, who'll give us Java-heads the latest and straightest on Darkstar, Sun's massively-scaleable "redshift" platform for multi-user game and virtual world building. Meanwhile, I've been on the email since the wee hours with Cisco's Christian Renaud, Chief Architect of Networked Virtual Environments, who's been (as usual) waxing insightful about how virtual worlds re-intermediate between people and economic actors who might otherwise be disenfranchised and driven apart by hyperconnectivity. We're looking forward to his keynote on Friday, March 21 at 9 AM PST/Noon ET.

]]> The past couple of days have seen a total revamp of our islands in Second Life, in preparation both for Life 2.0 Summit and for our upcoming "rebranding" as part of ThinkServices a division of United Business Media that includes Dr. Dobb's, ICMI, and Game Developer Conference, among others.

Though the change will be a bit confusing for a while, it's fabulous for CMP Metaverse (or whatever our ultimate name turns out to be -- I won't bore you with that until we're decided). Under the new structure, we're gaining global corporate synergies under the UBM banner, while also drawing together with local siblings under a new, startup-like philosophy of community-building and community advocacy (which of course, is the virtual worlds sweet-spot). Meanwhile, we're not changing out the CMP name until AFTER the show, so all the SLURLs and links will keep working.

The build is being staged down in realtime by Xenius Revere: a formidable designer/modeler who's also emceeing our showcase of high-end modeling, sculptural and lighting design on Saturday, March 15, at 1 PM PST/4 PM ET. Watching Xenius build is a privilege -- his understanding of the constraints and liberties of virtual structures is profound. And we're extending the privilege, on and off, to our community on life20.net, via live video (go to the homepage and scroll down to check it out!)

The new amphitheatre is now installed and being fine-tuned. This may be the densest communal structure in Second Life -- a full 280 people, held comfortably within a 20-meter radius, enabling primary voice and text-chat without any dark spots. I had to write a programmatic seat-materializer to build out the space systematically (imagine hand-tweaking the position of 280 seats so close together), and I'm tentatively pleased with the results. We did an event, yesterday, with Sun's Dr. Richard Zippel, on RedShift technology, that went fine, and we're working remaining kinks out of the venue as we proceed through the weekend.

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Life 2.0 - As Green as Five Brazilian Households 2008-02-27T22:56:38Z 2008-02-27T22:47:42Z tag:,2008:/58.30814 2008-02-27T22:47:42Z A little more than a year ago, Nicholas Carr, author of "Does IT Matter?" and other influential books produced a back-of-the-envelope analysis of the environmental impact of Second Life. The relevant blog entry can be found here. His math shows... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog A little more than a year ago, Nicholas Carr, author of "Does IT Matter?" and other influential books produced a back-of-the-envelope analysis of the environmental impact of Second Life. The relevant blog entry can be found here. His math shows that the average resident of Second Life consumes about as much energy, annually as the average citizen of Brazil. Subsequent math, by Sun's Dave Douglas, quoted on Carr's blog, converts this to the equivalent of about 1.17 tons of carbon, per avatar, per year.

]]> As numerous SL bloggers were quick to note, of course -- all this really demonstrates is that "computers have a carbon footprint" (and establishes, I guess, the corollary fact that the average Brazilian isn't running a big-iron gaming PC ,24/7). In fact, as carbon emissions for various activities go, computers have a very small footprint -- radically small, by comparison with other, technically-enabled activities, like driving and flying and staying in hotels and keeping convention centers lit up and air-conditioned.

So I did my own back-of-the-envelope calculation, using Carr's same figures for server and PC wattage, and determined that our upcoming, six-day Life 2.0 Summit event -- with an average of 1000 concurrent attendees in SL and on the web -- will, over its 60-some-odd hours of "ontime," consume a total of about 9,048 KWh, which converts to roughly six tons of carbon. This is about 16% less carbon than one average American household releases in a year. (Or, I guess, about five average Brazilian households).

Let's compare this to the carbon footprint of a real event, which I calculated using the handy Excel spreadsheet at http://www.templerodefshalom.org/Copy%20of%20CarbonFootprintEventCalculator-v7%20(2).xls . Seems that, once all the fly, drive, taxi, light-up-the-convention-center, dispose of the trash, and watch pay-per-view-all-night-in-the-hotel-room stuff is added up (not sure what "hanging out in Second Life all night on the hotel's WiFi network" adds to this, but it's not much), a 1000-person national/global event in the real world will add something like 462 tons of carbon to the planet's burden. Yow.

This, I think, is a more important point -- that importing certain kinds of real-world activities into virtual reality saves a bagload of carbon. Or put another way, that it enables us to enjoy the benefits of global human community at small cost to the planet.

Interesting stuff -- this math was compelling enough that I've engaged with some experts to do a real analysis -- more later on results.

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Director's Cut: Schizoid is A-OK 2008-02-20T16:19:32Z 2008-02-20T16:16:36Z tag:,2008:/58.30590 2008-02-20T16:16:36Z As soon as an event stabilizes, it reduces to formula – driven by the pressure to differentiate, by marketing's desire to drum out one simple message, and by the human herd instinct. But a fast-growing show like Life 2.0 can... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog As soon as an event stabilizes, it reduces to formula – driven by the pressure to differentiate, by marketing's desire to drum out one simple message, and by the human herd instinct. But a fast-growing show like Life 2.0 can get away with being what I like to call "productively schizoid."

]]> To serve the needs of a global corporate audience, we've evolved Life 2.0 to wrestle with core strategic issues facing business in coming to terms with the metaverse as medium and community. What can we sell here? How do we sell it? What do we spend? How do we extract profit? How do we measure ROI?

But the DNA of Life 2.0 is also wrapped around metaverse development – platforms and tools and building and coding. The heart of our mission is to help CTOs, software architects and technology creatives make good decisions when implementing virtual world solutions for their companies; and help them plug into the wellsprings of creative brilliance and technical expertise already present in metaverse communities.

So, as usual, we're opening Life 2.0 Spring with a very geeky weekend! On Saturday and Sunday mornings, March 15 and 16, we'll have "LSL University" – a six-hour crash course in Second Life software development, Mono and SL/web integration, aimed at getting advanced coders productive in a hurry. LSL University will be taught by a team of award-winning devs led by revered .Net and Rails developer Mike Gunderloy, CEO of Larkware, author of "From Coder to Developer" (Sybex, 2004) and many other books on coding best-practice.

In the afternoons of Saturday and Sunday, we'll turn our attention to building. Saturday afternoon, March 15 will see "The Return of Sculpty Day" – a five-hour lecture/showcase on advanced detail modeling tools and applications. On Sunday evening, March 16, we'll present "Modeling Light" – a special mini-symposium on light, shade and rendering led by Xenius Revere, formerly of Electric Sheep and now of 3Di, one of Second Life's most fabulous and innovative builders.

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Registration Open for Life 2.0 Spring 2008-02-11T03:52:46Z 2008-02-08T18:38:00Z tag:,2008:/58.30289 2008-02-08T18:38:00Z Life 2.0 Spring registration officially opened today. Naturally, about 24 hours in advance of my actually being ready to open registration. But ... welcome! We're doubling the size of prior events -- working on four sims plus scale-free realtime video... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog Life 2.0 Spring registration officially opened today. Naturally, about 24 hours in advance of my actually being ready to open registration. But ... welcome! We're doubling the size of prior events -- working on four sims plus scale-free realtime video to the web. Over 100 presenters in six tracks — covering technology, tools and best-practice for metaverse application and business development. We'll dive deep to explore opportunities offered by 18 emerging virtual world platforms. So you should register right now and then come back daily for the fast-emerging story. You'll be happy, I promise.

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Sculpty Day - Finally! 2007-09-17T13:58:23Z 2007-09-17T13:47:02Z tag:,2007:/58.26766 2007-09-17T13:47:02Z On Sunday afternoon, September 16, under the auspices of Life 2.0 Summit Fall, we presented Sculpty Day -- a mini-symposium of sculpted-prim toolmakers and artisans. Present were Anjin Meili, who set the tone for the afternoon with a brilliant explanation... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog On Sunday afternoon, September 16, under the auspices of Life 2.0 Summit Fall, we presented Sculpty Day -- a mini-symposium of sculpted-prim toolmakers and artisans. Present were Anjin Meili, who set the tone for the afternoon with a brilliant explanation of SL's sculpted prim technology and its antecedents and parallels elsewhere in computer graphics, and demonstrated some of his amazing tools for dataset-to-sculpty conversion and inworld 3D voxel-hull 'tracing' of linked-prim forms for conversion into one-prim sculpty datasets. A crowd of a little over 100 attended ...

]]> ... (which -- before the program started -- actually occasioned the slowdown, crash, and disappearance of Dr Dobbs Island -- very scary if you haven't seen it, especially when viewed from the sim edge of a neighboring island). But as events in Second Life tend to be "self-healing," a quick restart solved the problem, and folks were able to teleport back in quickly.

Anjin was followed by Cel Edman, author of a marvelous opensource sculpty toolkit; by Agrippa Skytown's Aminom Marvin who spoke on optimal techniques; TheBlack Box spoke about Sculpt Studio; and Yuzuru Jewell -- all the way from Japan -- spoke about the latest iteration of his sculpty software: Rokuro Pro.

The Dr Dobbs Island convention center has been filled with examples of the presenters' work -- a preface to creating a genuine teaching museum about this exciting technology and its applications.


Anjin Meili discusses voxel-hull tracing at Life 2.0 Summit Sculpty Day, Sunday afternoon

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JOB FAIRS IN SL - PERSPECTIVE SHIFT REQUIRED 2007-08-24T19:48:02Z 2007-08-24T14:56:48Z tag:,2007:/58.25908 2007-08-24T14:56:48Z I was speaking with a friend of mine the other day -- a very bright, technically-competent corporate attorney. He'd been reading about TMP's upcoming Job Fair (their second), and asked why corporate recruiters are interested in this kind of thing.... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog I was speaking with a friend of mine the other day -- a very bright, technically-competent corporate attorney. He'd been reading about TMP's upcoming Job Fair (their second), and asked why corporate recruiters are interested in this kind of thing. "I read about people showing up at virtual interviews without their clothes," he laughed. "And it sounds like some of the job-related nightmares I've had. Why would a recruiter want to interview an avatar, anyway? Wouldn't a phone call work just as well and be cheaper?"

]]> In mentally composing a reply, it occurred to me that this kind of thing -- SL quirks, the 'interview an avatar' question, the comparison of SL with conventional communications paradigms -- are what most critics and commentors fasten on in assessing TMP's and other SL business cases. Even sophisticated journalists (e.g., NPR) see these as "fundamental questions of value." And even sophisticated SL boosters tend to get drawn into this level of dialogue. Because of course, we know it _is_ different from a phone call; and that interviewing via avatar can be extremely revealing -- though it's clearly different from interviewing on the phone or face to face.

But that's not a conversation that can go anywhere (at least not anywhere fast) when you're talking to people who don't use SL. So in this situation, I decided to try a completely different tack, and look at the "why does TMP do this in SL?" question in simple, universally-accessible, 10,000-foot terms of brute technical and business advantage. Why, in other words, is doing job fairs in SL ... not a "novel way of doing business," ... not an "incremental improvement over other methods," ... not a "way of harnessing community," but just a dead-simple, you-don't-even-have-to-get-out-a-calculator-to-figure-this-out, hard-dollars no-brainer?

"Forget about the naked avatars," I said. "And let's look at the business problem. You have a large number of applicants, spread all over the country or the world. You have ten corporate clients, each fronting a three-person recruiting team. Your job is to make it possible for all these folks to engage one another over a several-hour or several-day timeframe; and do so in a uniquely-orderly and well-authenticated way -- perhaps through several rounds of interviews each. You need to manage open, group private and private one-on-one communications sensitively, to protect corporate reputations and applicant privacy, and comply with laws and regulations. You need to transport copies of documents and connect them with their owners. And you need to manage the timing of individual appointments, reminders, transportation and facilities with great finesse to make sure things proceed efficiently, your corporate clients get good value, and your applicants walk away happy."

"Of course," I continued, "you can't ask 1000 people to stand in line for seven hours while waiting their turns with a recruiter. So while all this is going on, you also need to buffer the crowd and keep people entertained -- probably by hosting lectures on better resume-writing, opportunities in various sectors, and "avatar dress for success."

It's not," I said, "a simple set of problems to solve. There isn't a unified web-plus-chat-plus-audioconference-plus-documents-plus-IM-etc. hosted-service platform in the known universe that can do this kind of thing neatly and sweetly at scale. And if there were," I went on, "it would cost whomping money to rent and configure for this particular event. Furthermore, even if you found a solution and ate that huge cost, the user interface for such a system would be both complex and unfamiliar to 99% of your users, who of course, don't attend job-fairs on this platform every day. So the user-experience would suck unless you spent more massive dollars on concierges and operators specially trained to run this infrastructure and hand-hold customers and applicants."

"Second Life," I contrasted, "does most of what you need natively, or with minimal scripting. It's globally accessible. It handles all the different flavors of voice and text communications (open, private, etc.) and item/doc-transfer you need for this kind of complex, multi-layered event. It provides a congenial, 3D environment where people can gather, network, go off to private interview rooms, attend lectures while waiting for a callback, etc. And it'll integrate with your web-based registration apparatus to provide access control, and your web-resident scheduling apps to provide appointment management, reminders, and so on."

"Because (by and large) you're dealing with applicants who are regular SL users familiar with the interface and SL's 3D UI vocabulary (i.e., they know how to sit in a chair, open a door and give a notecard from inventory), your customer-service issues are much reduced. You can hire the concierges you need from among the general population at reasonable rates, and they can be fully-functional with little additional training. So long as your scripts are well-written and your procedures well and clearly documented, the event -- in all its complexity -- should work, and should be guidable by mere mortals."

"Even if something doesn't work, it should be fixable by mere mortals. If the audio stream goes down in the middle of a lecture, everyone just starts typing, and the show goes on. Despite whining about SL stability, rich, immersive environments are much more robust than flat-web equivalents -- where the loss of one key function, like the audio stream in a web conference, tends to make the entire gathering moot."

"Taken all together," I concluded, "this spells 'no-brainer.' There's no other solution that lets mere mortals do stuff like this so easily and cheaply and improvably."

The upshot was that I won a convert. Your mileage may vary. Meanwhile, though it's certainly reductionist to present SL as "a really fluent, flexible, extensible global voice and multimedia conferencing system that's really cheap to use," it's not _wrong_. And this sort of simple benefits-talk may get us further, in the short term, than arguing why an interviewee's choice of AO can be as revealing as their MMPI scores (Minnesota Multiphasic Personality Inventory to its friends).

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Chat During Presentations - Question for Audience and Presenters 2007-05-02T17:09:33Z 2007-05-02T14:07:16Z tag:,2007:/58.23395 2007-05-02T14:07:16Z Most presentations over the past four days of Life 2.0 Summit have been delivered via audio (i.e., teleconference to ShoutCast, hence back to attendees via the theatre parcel's Music URL). This leaves audience members free -- effectively in a separate... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog Most presentations over the past four days of Life 2.0 Summit have been delivered via audio (i.e., teleconference to ShoutCast, hence back to attendees via the theatre parcel's Music URL). This leaves audience members free -- effectively in a separate "channel" from the speaker -- to discuss and feed back via Chat. And a colleague of ours has raised the question whether this should be encouraged.

]]> I'd like to hear what people think. From the point of view of a presenter, it offers a quandary. It's nice, on the one hand, to hear audience feedback -- helps keep a talk anchored in audience interests, and enables the presenter to address specific concerns. But it can be distracting, and occasionally unnerving to constantly be aware of a stream of communications (to which, as a presenter, you can't easily contribute, because you're busy presenting) about what you're saying.

I'd love to hear from presenters and attendees about this. To some extent, it's a moot point -- we can't suppress chat or IM, even if we wanted to (which we don't). I'm just wondering how it makes people feel. And beyond that, I'm wondering if we're actually seeing a sort of technologically-mediated cultural change in our idea of what constitutes appropriate conduct in public spaces.

The comparison has been drawn to RL events, where attendees IM and network via WiFi. This is different, I think. The presenter isn't aware of those communications, and is generally incapable of taking part, so it doesn't become, on the one hand, such a public issue, and on the other, such a matter of concern for "etiquette." In SL, if one wished to create a parallel system, people could (in principle) use the Life 2.0 group to quietly comment to one another during presos. But some of our attendees may not have joined that group, or even be aware of it -- so it excludes some parties. Conversely, having constant group messages coming across your screen while listening to a presentation can be annoying, and aside from resigning from a group, there's no way to filter that in SL (that I'm aware of -- if there is, I wish someone would tell me).

So is this cultural change we're seeing? If so, it's not without precedent -- back in Elizabethan times, it was common to attend theatre and (while performances were in progress) participate in a complex exchange of comments, heckling, eating of meals, and other social activity, some irrelevant to the performance. And this is true in other cultures as well, as anyone who's attended long performances of Chinese opera can tell you.

Feedback?
I like audio because it makes it easy on new residents, makes it easy to film presentations integrally, and because some presenters are quite comfortable with it. Audio troubles me because of lag, occasional technical problems, and because of the difficult burden it places on presenters to function in two 'modes' at once: to speak to the audience (at some remove of seconds in time, because of lag), and to interpret their feedback (normally given via (typed) chat).

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Timeless says "Nuh-UH!" 2007-05-02T14:07:05Z 2007-05-02T14:01:58Z tag:,2007:/58.23383 2007-05-02T14:01:58Z Okay, so it's not collisions. The big problem with collisions (among other ... now hitting own head) is that firing an object down a barrel whose direction constantly changes with gun position is annoying (though in refutation, the LOCAL parameter... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog Okay, so it's not collisions. The big problem with collisions (among other ... now hitting own head) is that firing an object down a barrel whose direction constantly changes with gun position is annoying (though in refutation, the LOCAL parameter to llApplyImpulse might be used, here). And conceptually, it's a pretty wack idea to fire a gun via "blowback" -- seems a little counterproductive. But the point is, that's not the secret. Research continues.

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Collisions! 2007-04-30T19:41:17Z 2007-04-30T19:26:46Z tag:,2007:/58.23331 2007-04-30T19:26:46Z At a special presentation on Saturday, Timeless Prototype, originator of the MultiGadget (whose MG chairs dot the IBM sims and our own) was discussing weapons. Specifically, he was talking about how to use multiple objects/scripts to rez many bullets in... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog At a special presentation on Saturday, Timeless Prototype, originator of the MultiGadget (whose MG chairs dot the IBM sims and our own) was discussing weapons. Specifically, he was talking about how to use multiple objects/scripts to rez many bullets in succession without running into energy and timing limits.

]]> So later, via IM, I asked him if this sort of construct was best assembled using llMessageLinked for interobject communications. And he said (in what I'm learning is typical Timeless fashion) "Well ... you can use llMessageLinked. But there are other, faster ways of communicating this sort of thing that I'll leave to you to discover."

So, predictably, for the past 24 hours, whenever I've had a free moment, I've been thinking of nothing but. And my best answer, so far, is "collisions."

I'll bet that if you create a stack of bullet-rezzers, each roughly the size of a bullet, and place them in a row along the axis of a weapon's barrel, you can script an object to collide with them in sequence, front to back, using collision-sensing in each object to trigger bullet-rezzing, thus creating a fusillade in which each bullet not only rezzes a fixed time _later_ than the one prior, but rezzes "behind" it, with respect to direction of fire -- thus eliminating great chance of bullets colliding in flight.

How'd I do? (grin)

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Stroker! We Hardly Knew Ye! 2007-03-30T15:58:16Z 2007-03-29T18:02:52Z tag:,2007:/58.22612 2007-03-29T18:02:52Z Stroker Serpentine's world-famous 'Amsterdam' sim has apparently sold for $50,000 on eBay to an unnamed Dutch entrepreneur.... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog Stroker Serpentine's world-famous 'Amsterdam' sim has apparently sold for $50,000 on eBay to an unnamed Dutch entrepreneur.

]]> Stroker -- who goes by the name Kevin Alderman in RL -- says he sold the sim to concentrate on building a newer, larger, more ambitious and (dare we say it?) immersive adult business in Second Life. Our friend Mitch Wagner (who goes by the name Ziggy Figaro in SL) has the whole scoop here.

Amsterdam -- as most of the readers of this column know, and as a group of hapless programmers at SD West who I led through the sim to demonstrate v-commerce last Wednesday quickly found out -- is one of SL's great wellsprings of kinky, alpha-tex'd lingerie and a center of the inworld (cough) "service economy."

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How to make Coffee in SL 2007-03-30T16:03:24Z 2007-02-20T22:36:32Z tag:,2007:/58.21853 2007-02-20T22:36:32Z The Dr. Dobb's/InformationWeek coffee hours (Tuesdays at 7 AM SLT, Fridays at 12 PM SLT). have been running for several months now, and are becoming popular get-togethers for some of SL's kickiest devs, builders and entrepreneurs.... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Freelancer Blog The Dr. Dobb's/InformationWeek coffee hours (Tuesdays at 7 AM SLT, Fridays at 12 PM SLT). have been running for several months now, and are becoming popular get-togethers for some of SL's kickiest devs, builders and entrepreneurs.

]]> Today's coffee-hour was pretty diverting -- the topic was "How do you make money in Second Life?" And it was significantly enhanced by our service of Dr. Dobb's Java(tm) -- viewed (by us, anyway) as one of Second Life's most finely-wrought coffee-simulations.

Doesn't look like much, does it? But even simple objects in SL can hide significant complexity.

Let's start with the physical object itself. Four primitives: the cup shape (a stretched, hollowed half-sphere with the Dr. Dobb's Portal texture applied to the side), the handle-shape (stretched torus), and the black pool of coffee (black disk). These are linked to form the completed object -- the cup-shape is the so-called 'root prim,' and the rest are 'child prims.'

The 'steam' (which is animated, rises into the air, trails behind you if you walk around while carrying the cup, and fades out neatly in a second or two) is emitted by code residing in the black 'coffee' disk. This code parameterizes and calls the SL 'particle system' -- a software subsystem that runs on the SL client (so produces effects that are not part of the shared scenario represented on the SL server). The particle system is a very powerful tool for creating a wide range of effects -- fire, smoke, explosions, temporary phantom constructs, etc. Once triggered, the particle system will continue emitting from the object particles of appropriate parameters, which include alpha transparency, size and dimensions, gravity and negative-gravity effects, response to 'sim wind,' etc. Particles are typically given a lifespan, so survive only a fixed amount of time following emission. In this case, we create a gradual emission of 'puff of steam-sized' particles, white and highly transparent, which rise from the emitting disk and quickly disappear. The code embedded in the coffee disk is set up to execute independently, when triggered by the object's being 'rezzed' (instantiated) in-world.

So now we have a coffee-cup that emits steam. How do we drink from it? That's an animation, triggered by code that runs in the 'cup' object, and imposed on the avatar holding the cup (in fact, wearing the cup as an attachment on its right hand). The animation is retriggered about every 15 seconds, on a timer interrupt, so the avatar appears to hold the cup steady, then periodically tosses back a gulp. We appropriated this animation (from where, I don't recall) -- judging from its title, which is something like 'Hand Rt Handgun,' it was itself developed as an extension of a handgun-pointing pose.

But there's still a rub. In Second Life, when your avatar chats with other avs, it makes a "typing" gesture. And this typing animation runs at a very high priority. Which means that the 'holding the cup steady and level' animation gets overridden -- result: whenever you chat, it looks like you're pouring coffee in your own lap.

The fix is to make the cup vanish while you're typing, then reappear when you finish. This is sponsored by additional code in the 'cup' that polls the holding avatar's state, figures out when it's typing, and issues an llSetAlpha command to turn all prims in the set invisible.

This works for all the prims -- but not the particles, which keep emitting from the (now invisible) black disk. So an extra step in the cup code sends a message to the disk, which hears it on an inter-prim messaging interrupt and turns the particle-emitter off. The process is reversed when the cup senses that typing is no longer occurring.

Typical Second Life: Where a simple cup of coffee becomes an exercise in building, animation, client-side particle emission and inter-object messaging. Is it any wonder I love this place?

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Svarga SL Ecology Simulation 2007-01-23T18:47:25Z 2007-01-23T17:49:26Z tag:,2007:/58.21248 2007-01-23T17:49:26Z We've been doing a lot of building and coding in Second Life over the past few months. And it's occurred to me more than once (read: "hourly") that one of the great things about the SL environment is the range... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Editors Blog We've been doing a lot of building and coding in Second Life over the past few months. And it's occurred to me more than once (read: "hourly") that one of the great things about the SL environment is the range of opportunities it creates for fertile improvisation. The LSL script language and building tools are rich and (somewhat) well-structured, and -- like all developer toolkits -- clearly intended to promote and facilitate certain kinds of approaches to problem-solving. But they haven't yet been surrounded by an institutional envelope that dictates thinking about best practice. Too many diverse minds are working simultaneously on too broad a set of problems.

]]> Instead, you have a lot of very smart people in there, hacking -- coming up with wild ideas for builds, then creating functionality any way that works. Case in point: the other day, I was flying through a seashore sim and saw, out of the corner of my eye, a couple-hundred meters away, a very credible seagull, soaring through the air in beautiful spirals.

I think to myself: Oh, neat! Somebody used sine and cosine functions and conic sections to drive that bird-object-set through the air in linked expanding and contracting spirals. But when I flew in to take a closer look, I realized this wasn't the case at all. In the SL environment, there's a way of setting an object so it rotates on its axis -- sort of a one-shot, set-and-forget throwaway property that makes it easier to fabricate helicopter propellors and rotating waterbeds, right? But in this case, some anonymous genius had used it to create a kind of Calder mobile stack of invisible rotating arms, one atop the other, all with different lengths and rates, and mounted the seagull at the end of the topmost arm. The result was a beautiful, counterintuitively complex effect obtained, as it were, by analog means -- computationally altogether more efficient and sim-friendly than my gut-level, "throw numbers at the problem" approach would have been.

A far more jaw-dropping example of this kind of felicitous improvisation is found in the SL sim "Svarga," (slURL), a huge, functioning ecosystem. Designed over the course of a year by the artist Leukosargas Svarog, and embellished with beautifully-designed skyways, observation platforms, libraries and education centers, the Svarga ecosystem ties together quasi-independent artificial lifeforms in a living mesh: plants of many types and diverse characteristics, bees and birds of several species that pollinate them and spread seeds, and some clever enhancements to the SL weather system that generate a random water-cycle across the terrain.

The result is a lush, fully-functional, organic environment -- because the flora and fauna are reproducing and cycling independent of direct human intervention, they've arrayed themselves in forms of great and mysterious balance and complexity, which change constantly -- spend a few hours in Svarga, and you actually can "watch the plants grow." And the whole hypnotic, gorgeous deal is apparently (i.e., from what we've been able to judge by peering inside a few plants and birds) generated using code little more complex than the four-rule Conway Life simulation, implemented by distributed scripts colluding with one or more cleverly written central controllers. Though one detects that the real "intelligence" of Svarga isn't so much in the code that ostensibly drives it, but in the thousands upon thousands of unvoiced aesthetic/technical decisions made in creating the physical forms of organisms that inhabit it. And this, of course, whether it was created in this place by the artist's instict or meticulous intent (jaw-droppingly impressive in either case) is how nature really works, right?

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Second Life ... Third Shift 2007-03-30T16:05:00Z 2006-12-15T17:21:45Z tag:,2006:/58.20566 2006-12-15T17:21:45Z Last night, my virtual social secretary and I dropped in an iVillage party for Arianna Huffington, and exchanged some dactylographic bons mots with the political opinioneer herself.... jzhaoying http://i.cmpnet.com/ddj/images/headshots/jzhaoying.jpg jzhaoying@cmp.com Freelancer Blog Last night, my virtual social secretary and I dropped in an iVillage party for Arianna Huffington, and exchanged some dactylographic bons mots with the political opinioneer herself.

]]> (In her virtual form as Arianna Hera, anyway -- as an aside, having to continually specify 'virtual' vs. 'real' is reminding me more and more of that Simpson's episode where Milhous accidentally sells Bart's soul (on an IOU) to the comic-book guy in exchange for Pogs, and later says: "Remember Alf? He's back! ... In pog form.")

Anyway, back to Arianna Huffington's 'Girls' Night Out' bash at the iVillage loft on Sheep Island (which is also, incidentally, where SL creators, Linden Labs, also have their main in-world corporate offices). The joint had been beautifully tricked out by virtual-loft-party experts Electric Sheep (one of two companies, the other being MillionsOfUs, who currently do most of the high-end brand/buzz-builders in the SL MetaVerse). They pretty-well maxed the sim (and probably several mirrors) on this one, but the Dobb's crew snuck into the VIP line and managed to shoulder our way to the bar without having to unholster heat or rez a particle-based Roman Candle as a distraction.

Since this was, officially, a 'Girls' Night Out,' (and because I am not officially a girl ... I mean officially not a girl ... You know what I mean -- and stop giggling!) I sent my transcendentally-beautiful companion into the scrum, while I did what I always do at loft-parties in virtual reality filled with transcendentally-beautiful women (most, but not all, with human-looking heads and conventional appendages) -- which is: hide in a corner, listen to the room-chatter, and IM with the guys back at the Top Secret Dr. Dobb's Virtual Lab, who were apparently trying to get a cannon to fire as part of a game-physics test suite.

After a while, I got bumped into by something below waist-height, and looked down to see a beagle sniffing around my ankles. I typed "Hello, puppy (pat head)" -- which seemed appropriately cordial, and the puppy responded "Hey -- you came as a _guy_? And here I am, the only other guy at this party, and I'm dressed as a dog??" To which ... Well, I must admit that no immediate reply came to mind -- at least no reply that would avoid my having to confront the irony that at a party filled with (ostensible) women, I'd managed to pat the head of the only other guy in the room.

Sahra, meanwhile, was having more luck squeezing her way into the dense crowd surrounding the guest of honor. She even managed to snap a photo (see below) -- Arianna is the one in the white sweater, center frame, whose face you can't see because digital cameras in Second Life are just as laggy as real ones. In case you're not familiar with Second Life communication motifs, rest assured that Arianna is not trying to claw the decolletage of her correspondent -- they're just talking. (When you chat, in SL, the default animation portrays your avatar as typing intensely, with appropriate "rustle-rustle/clickety-clack" sound effects. A large, crowded party (without an audio track) thus sounds like a troop of chipmunks dancing a buck-and-wing in a thatched roof).

The conversation, such as I could overhear, was about empowerment and creativity and freedom in virtual reality, and was entirely banal in a capital-markets-friendly, "this might be the next Internet bubble and we all have some skin in the game" sorta way. At one point, someone asked if perhaps, beyond all the empowerment and liberating energy of virtual reality, there might be new forms of fear waiting to be discovered -- which I personally thought was a really interesting question; but it was definitely not the kind of question that was getting answered last night.

Arianna and her handlers swiftly moved on to sample the boites and barrel-houses of the archipelago, and the mass of iVillage party-goers settled in to listen to a live set by Cylindrian Rutabaga, a talented and funny singer-songwriter. Towards the close of her (excellent) set, a giant cockroach walked into the room and sat down on her piano-stool -- but she didn't seem to mind. Neither did I -- I figure, if nothing else, the cockroach made three of us in the room who were definitely guys.

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Minsky's Emotion Machine 2006-12-05T18:16:42Z 2006-12-05T18:00:24Z tag:,2006:/58.20341 2006-12-05T18:00:24Z Marvin Minsky has just released his first book in 20 years. Titled "The Emotion Machine," its thesis appears to extend and nuance the vision Minsky popularized in The Society of Mind -- the idea that mind is the net result... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Editors Blog Marvin Minsky has just released his first book in 20 years. Titled "The Emotion Machine," its thesis appears to extend and nuance the vision Minsky popularized in The Society of Mind -- the idea that mind is the net result of dynamic interactions within a messily-hierarchical population of more or less-specialized agents, which jockey for position and evolve as a result of their commerce. In the new book, or so the reports of early readers suggest, Minsky shows how emotions work in this context, how they compute and can be computed, and are, at base, just "another tool for thinking with."

]]> The International Herald Tribune today reprinted a brief interview with Minsky about the book (originally appearing in the Boston Globe) which is worth a read.

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Ant-Colony Algorithms 2006-08-28T16:40:22Z 2006-08-28T16:12:57Z tag:,2006:/58.17203 2006-08-28T16:12:57Z Andrew Colin's article, Ant-Colony Algorithms is a great introduction to swarm-based autonomous computing. Andrew presents the basics, constraints, rules and working code for using (in this case, simulated) swarms of simple autonomous 'ants' to find good solutions to historically-intractible AI... jjainsch https://i.cmpnet.com/ddj/images/headshots/jbjanimate.gif jjainschigg@cmp.com Editors Blog Andrew Colin's article, Ant-Colony Algorithms is a great introduction to swarm-based autonomous computing. Andrew presents the basics, constraints, rules and working code for using (in this case, simulated) swarms of simple autonomous 'ants' to find good solutions to historically-intractible AI problems (e.g., Traveling Salesman).

]]> To me, the most stunning insight offered by Andrew's paper is the notion -- drawn directly from nature -- that artificial ants should have the ability to lay down a 'pheromone' trail, effectively inscribing the environment they share with other swarmbots, and that their main perceptual characteristic is the ability to sense and compare pheromone concentrations on a route. This ability, in effect, to use the environment itself as shared memory lets swarmbots cooperate without resort to a separate, reliable communication plane (e.g., radio, infrared) and with significantly reduced remote sensory capacity (i.e., vision). Colin doesn't suggest what sort of technology might be used for implementing artificial pheromone deposit and sensing in the real world, but enormous strides are now being made in just this area (partly driven by bioinformatics and medicine, partly by nanotechnology, and partly by the exigencies of homeland security). For example, here's an article on laser-based solid-state molecular sensing (perhaps too high-power a strategy for use in robotic ants, and here's another about using engineered arrays of carbon nanotubes to do the same kind of trick. Apparently, if you engineer your nanotubes just right, their resistance varies in the presence of your target molecule.

Colin's simulation, meanwhile, is a real high performer. He's set it up to run against a 50-city standard test-case benchmark (EILON50), and his ants apparently converge to within a few percentage points of the best solution known, within 100 passes over the training set. Go ants!

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