Filed under: Economy, News items, Second Life, Virtual worlds
Linden Lab has announced that script-limitations for the new Homesteads/Openspaces products will not be going ahead in Q1 2009 as originally expected, and will be delayed until Q3 2009. Script limitations were announced to be an integral part of the revised product specification for void simulators, and the details of those limitations were expected to be announced before they went on sale at Noon on Monday, 5 January.
Instead, Q1 will see the rollout of internal data-collection systems to monitor scripting loads in all simulators on the Second Life grid followed by determination of what limits should be put into place. Q2 will see the deployment of tools in the viewer for users to better assess script workloads. Q3 is scheduled for of those script limits, but Linden Lab is leaving a little wiggle-room, and Q3 may yet slip.
Judging based on past Linden Lab project timelines, we'd expect Q3 to slip to Q1 2010.
Reduction in the usage of void simulators as a result of the new pricing and specifications led to a net reduction in simulator usage of 1997 simulators in November 2008 and an additional 2007 simulators in December 2008. An additional 83 have been decommissioned so far this month.
Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.
Linden Lab delays script-limitations to Q3 originally appeared on Massively on Sun, 04 Jan 2009 10:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
Filed under: Business models, Second Life, Consoles, Virtual worlds, PlayStation HomeThere has been plenty of speculation on PlayStation Home and how it compares and contrasts with Second Life as a virtual world. Heck, the creative director spoke about it months ago stating that Second Life players would probably not find much of interest in PS Home. Well, Kotaku has stepped in to explore just that subject.For those not wanting to get too down and dirty with the full tale, Second Life has much more personal customization. Everything from outfits to dance moves to land masses can be user-generated and added to the world. On the other hand, PlayStation Home allows for minimal add-ons, focusing on creating rich, stable environments - even if that means sacrificing little things like avatar diversity. But with much more content promised, PS Home may well become a better contender for virtual world time.Kotaku outlines differences between PlayStation Home and Second Life originally appeared on Massively on Sat, 03 Jan 2009 15:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
Filed under: Game mechanics, Opinion, Second Life, Virtual worlds, LivelyGoogle's Lively presents us with an interesting scenario. It was literally a checklist of what critics have been saying that virtual environments such as Linden Lab's Second Life absolutely must have in order to make it.
A simplified user-interface, embedded in the Web-browser, content designed by professionals rather than (mostly) amateurs, a 'room' (or contained space) model rather than a widespread world. While it was touted as having no requirement for a separate downloadable client, that wasn't actually true -- it did actually have one, though it was relatively painless to download and install.
In short, it was the perceived holy grail of virtual environment 'must-haves' for success, as so frequently touted in media articles which lauded its simplicity and accessibility. Also, in short, Lively was a failure -- a spectacular one. Spectacular, but not without educational value.Continue reading The death of Lively and some lessons about complexityThe death of Lively and some lessons about complexity originally appeared on Massively on Fri, 02 Jan 2009 15:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: Exploits, News items, Second LifeOver on the Second Life viewer development mailing list, there's a spirited discussion in progress about the suggestion of a notification list for viewer security vulnerabilities. The principle idea is that distributors of third-party viewers would get slightly earlier notification of vulnerabilities and exploits in the viewer code so that they could have secured versions of their Second Life viewers available to the general public at approximately the same time as secured versions of the first-party viewer become available.
Linden Lab has invited debate on what sorts of people it would be reasonable to disclose the information to (for example, perhaps only those who had signed a non-disclosure agreement). The topic has, naturally enough, brought out considerable debate as to whether such a group is necessary or even desirable.Continue reading Linden Lab suggests viewer security vulnerability disclosure groupLinden Lab suggests viewer security vulnerability disclosure group originally appeared on Massively on Sat, 27 Dec 2008 11:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: Economy, News items, Second Life, Virtual worldsWith the new higher-priced, lower-specification Second Life void simulator packages coming up in the first week of January, we've been expecting a sudden decline in simulator numbers as customers shed their virtual land holdings. From the first of December to midnight on 22 December, we saw a net reduction of only 1,535 which was far from the sorts of numbers we were expecting so late in the month.
The figures for Tuesday, 23 December are far, far different. Linden Lab has decommissioned more than 23,000 simulators in the space of 24 hours. Almost 1,000 per hour. That's a stunning figure -- it quite literally took our breath away there for a few moments. That's a net reduction of over one-and-a-half billion square metres in one single day.
We're expecting further reductions by the end of the month, but we're not willing to speculate on the scale of reductions on subsequent days at this stage.
UPDATE: It's been pointed out to us that this may be due to an error in Linden Lab's statistical system. We've done some more investigation and, yes indeed, the published figure is bunk. Digging back to the source feeds the correct net loss up to Christmas Eve seems to be about 1,630.
Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.
Linden Lab decommissions over 23,000 islands in 24 hours [updated] originally appeared on Massively on Thu, 25 Dec 2008 16:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: News items, Opinion, Second Life
The new front page for the Second Life Web-site has been somewhat contentious among some users of the service, even though they don't actually normally see it themselves. The bulk of the traditional style Web-page has been replaced with a black, sort of iPhoneish Flash-based series of capsule images that pop out when clicked on to reveal a short marketing blurb.
It all rather flies in the face of what we all know works well in good Web design -- or at least what we think we know. Often there's a huge gulf between theory and practice, and it's hard to tell when that gulf actually exists and where it might be.Continue reading Linden Lab moves new Second Life Web-page into tentative productionLinden Lab moves new Second Life Web-page into tentative production originally appeared on Massively on Tue, 23 Dec 2008 22:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: News items, Second Life, Virtual worldsWell, out of the boost that various third-party opensim grids appear to have had since Linden Lab's announced Second Life void simulator pricing and specification changes, you'd expect them all to be doing well. Not apparently so with Litesim, a UK-based grid that launched earlier this year.
On Wednesday 10 December, Litesim unexpectedly shuttered its operation. It is not presently known whether this is due to financial difficulties, to poor publicity associated with the infamous Lalinda Lovell (the focus of two Sky News 'Wonderland' artificial child sex scandals) who promoted Litesim in Second Life, or the result of unsubstantiated rumors of UK police investigations into activities on the Litesim grid.
Just prior to the shutdown Litesim's CEO Gareth Nelson hinted at a possible future relaunch, but has been otherwise unreachable for comment.
Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.
Second Life alternative Litesim shuts down originally appeared on Massively on Mon, 22 Dec 2008 22:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: News items, Opinion, Second LifeUp until recently, because of the new pricing and terms on void simulator packages in Second Life, the USS (United Sailing Sims), a collection of sailing groups that hold a large amount of Second Life territory were planning to ... well ... "jump ship" as some of them put it, and move their operations out of Linden Lab's virtual world.
Linden Lab has now announced the creation of a set of ocean sims (called the Blake Sea), connected to the mainland, and cost-free relocation for the rather large number of USS simulators to connect to that. Several USS members (who declined to be named) made us aware of the impending announcement two weeks ago, telling us that Linden Lab were going to make these changes in order to prevent the combined groups from defecting to alternatives such as opensim.
Linden Lab has not responded to inquiries about the matter. A number of people consider it rank favoritism. Perhaps it is -- but is it important if it is or not?Continue reading Linden Lab creates Blake Sea to satisfy sailorsLinden Lab creates Blake Sea to satisfy sailors originally appeared on Massively on Sun, 21 Dec 2008 17:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
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EVENT: LIBRARY TECHNOLOGY WORKING GROUP LAUNCHES ON FRIDAY DEC 5th @ 12pm ET
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Visit http://ImmersiveEducation.org/events/ on the day of this event for meeting materials (such as images and videos) and additional details ………………………………………………………………….
WHAT: Library Technology Working Group (LIB.TWG) [LAUNCH EVENT]
WHEN: Friday December 05, 2008 from 12-1pm ET (9-10am Pacific / SL time)
WHERE: Second Life http://slurl.com/secondlife/Smithers%20Bluff/35/205/89
OVERVIEW:
The Library Technology Working Group (LIB.TWG) is responsible for defining, implementing, evolving and maintaining applications and open standards related to the provision of library services associated with Immersive Education.
In the age of Immersive Education libraries are challenged to provide resources and personalized research and learning services that transcend physical space.
Scholarly communication that once depended on printed books and journals is now network disseminated and enriched with the spectrum of multimedia—moving and still photo/video images, sound, animation, immersive 3D and virtual reality, simulation, executable code, large data sets—as well as interactive communication among reviewers and readers. Pedagogy that was predominantly an independent and competitive process for students outside class now makes greater use of collaboration, cooperation, and group study.
In addition to a changed learning and research environment, librarians face continually changing sources for the digital literature and other assets they acquire and make available, and continually changing tools for scholars to locate and use these resources. Management of the library enterprise is characterized by more complex and intense communication among librarians, and the delivery of library services is distinguished by the need for direct, personalized advice on what is available and instruction on how to use it.
Although library practice has been deeply technological for thirty years or more, and a cornerstone of research and course delivery, it is now constrained by the traditions of physical services in real buildings. Similarly, working relations among library staff and with consortial partners depend on traditional modes of email, telephone and process control systems. Certainly, ample opportunity exists to enable vastly greater efficiencies in communication through the use of virtual reality meetings and consultations.
The Library Technology Working Group is chartered to project library services beyond the limits of the brick and mortar physical plant through the application of interactive 3D graphics and animation, open video game and simulation technology, virtual reality, voice over IP, web cams and other rich digital media. These technologies can be leveraged today toward the creation of virtual collaborative study spaces, virtual information literacy programs, virtual research and course consultations, virtual interlibrary document management, and virtual service delivery to name just a few possibilities.
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Visit http://ImmersiveEducation.org/events/ on the day of this event for meeting materials (such as images and videos) and additional details ………………………………………………………………….
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EVENT: LIBRARY TECHNOLOGY WORKING GROUP LAUNCHES ON FRIDAY DEC 5th @ 12pm ET
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Filed under: Bugs, Patches, News items, Second LifeLinden Lab have made a new Second Life viewer release-candidate available. RC4 is the fifth release in the 1.22 series (Linden Lab starts counting from RC0). Mostly this version seems to be about final polish.
This edition has two more crash fixes, assorted tune-ups to defective UI elements, a small bundle of localization fixes and some almost completely impenetrable alterations to the thread watchdog (however it does now default to being off). We're not expecting an RC5 before this goes live - unless something outstandingly broken crops up. Full release notes for this version are after the jump.Continue reading Second Life 1.22 (RC4) now availableSecond Life 1.22 (RC4) now available originally appeared on Massively on Thu, 18 Dec 2008 17:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
Filed under: Culture, News items, Opinion, Second Life, Virtual worldsJust before we get started, it's probably worth mentioning that we're quite fond of Gore Verbinski's work to-date. This does not offset the creeping trepidation that we might feel about Verbinski and Universal having snagged the movie rights to a Wall Street Journal article about Second Life user Ric Hoogestraat.
No, not rights to Hoogestraat's story, or that of his wife, or of his virtual spouse. Movie rights to a newspaper article. It isn't even really a terribly interesting story, as the stories of Second Life users generally go.Continue reading Verbinski to turn WSJ article into a filmVerbinski to turn WSJ article into a film originally appeared on Massively on Thu, 18 Dec 2008 12:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
Filed under: Culture, News items, Second Life, Virtual worlds
It is with some regret that we note the passing of a notable, veteran Second Life user, the vivacious and witty Kendra Bancroft, better known in some circles as popular children's television and video-game English voice actress, Madeleine Blaustein.
Maddie joined Second Life in June 2004 and under the name Kendra Bancroft was a long time friend and compatriot of the well-known (if slightly infamous) Ulrika Zugzwang. She participated in Second Life politics, experimental democracy, protests, parties and virtual construction.
Maddie also gave unique voice to a variety of well-known cartoon, anime and video-game characters, such as Pokemon's Meowth, and Sartorius from Yi-Gi-Oh GX. She was, however, perhaps most notable for her building, vivacious wit, and her loyalty to her friends.
Maddie died in her sleep on 11 December, after a brief (but unspecified) illness at the age of 48.
Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.
Kendra Bancroft/Madeleine Blaustein passes away originally appeared on Massively on Wed, 17 Dec 2008 20:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Announcement: Certificate Program in Virtual Worlds
The University of Washington’s Information School, in partnership with
University of Washington Educational Outreach, is excited to announce
the start of a new certificate program in Virtual Worlds. The program
is a series of three consecutive courses, each 10 weeks and 3 credits,
the first of which begins on January 8th, 2009. The program continues
through the Summer quarter, completing August 27th, 2009. Enrollment is
open to graduate students, undergraduates, and working professionals.
The classes will all meet weekly on Thursday evenings from 6-9pm SLT
(PT). Students will participate synchronously in virtual environments.
The first class session meets in Second Life; students will also have
the opportunity to explore different Virtual Worlds platforms in use in
educational and business domains. Classes will include a combination of
experiences including lecture, guest speakers, “field trips”, and
hands-on interactive activities. Each course includes a unique focus on
different facets of the implementation and use of virtual environments,
and each successive course builds on the concepts of the previous. The
program objectives include both practical application of virtual worlds
and an increased academic insight. Non-matriculated students who
successfully complete the three consecutive courses will receive a UWEO
Certificate in Virtual Worlds.
For additional information or to register:
http://extension.washington.edu/ext/certificates/vir/vir_gen.asp
Or contact:
Kristi Palmer
Program Manager, Academic Programs
University of Washington Educational Outreach
206.221.0299
kpalmer@EXTN.washington.edu
Program information:
The courses in this program will combine enrollments of working
professionals seeking to apply Virtual Worlds inline with professional
development, and matriculated graduate and undergraduate students from
the University of Washington’s Information School.
Program information may be found:
http://extension.washington.edu/ext/certificates/vir/vir_gen.asp
Admission requirements:
Participation in the program is restricted to students who have
a) completed at least one year of college- or university-level study,
b) attained computer literacy and are able to download and install
software from a website,
c) experience in the use of basic internet applications (e.g., e-mail,
web browsers and search) and computer operating systems (e.g., Windows,
Mac OS, and Linux), and
d) a valid e-mail account for the duration of the program.
English Proficiency:
Students who are non-native English speakers are expected to have
adequate English language proficiency.
Recommended Second Life skills:
In order to gain the most value from your initial experiences in the
virtual classroom, we recommend that you establish a Second Life
account, create an avatar, and become familiar with some basic skills in
Second Life, including:
* Ability to comfortably walk, sit, turn, fly, and teleport
* Ability to control the SL camera view
* Ability to change your avatar’s appearance and dress
* Ability to use Second Life communication tools including IM, text
chat, and voice chat
System requirements:
For general guidelines on system requirements, see
http://secondlife.com/corporate/sysreqs.php
This program will rely on in-world voice chat; a headset with microphone
is required for voice/audio participation.
Course information:
Selecting and Using Virtual Worlds
Winter Quarter Schedule: (10 sessions)
Thursdays, 6-9 p.m. SLT,
Jan. 8-March 12, 2009,
$789.
3 credits.
Reg # 97795
Instructor: Randy Hinrichs
Description:
Apply and combine concepts, processes, issues and skills from
information management techniques, technology design and digital culture
formation to virtual worlds. Requires understanding of 3D systems
concepts, Web markup languages, and end-user programming tools. Students
analyze three virtual world platforms, examining design methods and
user-centric design for human-information interaction. This is an
integrative course that provides problem-solving opportunities and
hands-on development for information students, requiring utilization of
knowledge gained from previous information technology studies.
________________________________________
Designing and Building Virtual Worlds
Spring Quarter Schedule: (10 sessions)
Thursdays, 6-9 p.m. SLT,
April 2-June 4, 2009,
$789.
3 credits.
Reg #97796
Instructor: Janice Cowsert
Description:
Examine and apply concepts, strategies, and skills related to the life
cycle of virtual world planning, design, and product development. Focus
on concepts of usability, architectural design, knowledge management and
urban community factors. This course involves conceptual frameworks in
design, graphic relevance, and social networking practices that ensure
the scalability, reliability, and availability of 3D immersive
environments. Emphasis us given to Internet-based services for storing
and accessing information to be used in integrated virtual world
development. This is an integrative course that builds on
problem-solving techniques learned in the Winter course and examines
comprehensive factors for designing and building immersive information
platforms, requiring utilization of knowledge gained from previous
information technology studies and organizational experience.
________________________________________
Virtual Worlds Interactivity and Metrics
Summer Quarter Schedule: (10 sessions)
Thursdays, 6-9 p.m. SLT,
June 25-August 27, 2009,
$789.
3 credits.
Reg. #97797
Instructor: Randy Hinrichs
Description:
Examine methods for interactivity and use evaluation techniques
involving human factors, cognition, gaming strategies, performance
tracking and feedback systems that ensure the ’stickiness’ and defined
value in virtual worlds. Ensure strategies and tool selection process
for interactivity factors and evaluation methods. Focus on database
management techniques and programming for storage, retrieval, network
balance and transactional interchange. This is an integrative course
that builds on design and delivery techniques learned in the Spring
course and examines comprehensive factors for creating interactivity and
metrics in immersive information platforms, requiring utilization of
knowledge gained from previous information technology studies and
organizational experience.
Filed under: MMO industry, News items, Opinion, Second LifeIf you spend a lot of time working for new corporations, you've probably been exposed to what office-workers often call the 'trio of doom', the Vision Statement, the Values Statement and the Mission Statement. These sometimes come with slightly different names. The Values statements (or company principles) during the late 1990's started to acquire names like The Dharma of [company name] or The Tao of [company name].
Linden Lab has maintained a corporate values statement called (unsurprisingly) The Tao of Linden. Values statements are actually often quite a bit more interesting than they appear to be -- the process by which they are formed is itself quite curious -- and the more so when they are changed. Linden Lab has just changed their own, leading to an immediate curiosity about the changes are, and what they might convey.Continue reading The new Tao of LindenThe new Tao of Linden originally appeared on Massively on Mon, 15 Dec 2008 09:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: Patches, News items, Second LifeThe Imprudence project has reached the end of the first release cycle for their Second Life viewer. Imprudence is now in official release, and will soon show the first of their 1.1 series of viewers, sporting sound and more extensive modifications.
As is proper, there's very little difference between the release version and the release candidate. Pretty much just a couple fixes for memory leaks, and some minor tweaking. OpenJPEG 1.3 removes issues with transparent skirts.
Aside from the temporary lack of audio, this seems to be the smoothest and most reliable viewer presently available based from the 1.21 code-base.Continue reading Imprudence 1.0 released for Second LifeImprudence 1.0 released for Second Life originally appeared on Massively on Sun, 14 Dec 2008 21:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
Filed under: Economy, News items, Second Life, Virtual worldsNovember metrics for Linden Lab's virtual environment, Second Life are available for examination. September and October were relatively poor months, and November's results don't look great at all.
In fact every one of Linden Lab's key metrics fell in November. Land size, user-hours, transactions, PMLF. The only gain is an infinitesimal increase in the Linden Dollar exchange rate of 0.3%.Continue reading Second Life November metrics: Nothing gainedSecond Life November metrics: Nothing gained originally appeared on Massively on Fri, 12 Dec 2008 12:00:00 EST. Please see our terms for use of feeds. Permalink | Email this | Linking Blogs | Comments
Filed under: News items, Opinion, Second Life, Legal, Virtual worldsAny person who "invents or discovers any new and useful process, machine, manufacture, or composition of matter, or any new and useful improvement thereof, may obtain a patent," subject to the conditions and requirements of the law. So says the US Patent and Trademarks Office (USPTO), citing the applicable statute.
There's a lot of slicing, dicing and hair splitting over nearly every part of that sentence, and some extraordinary debates and numerous calls for reform of the patent system. Nevertheless, today we're looking at two patents that the owners appear to be keen to enforce.
Between them, they appear to cover a few simple, and difficult-to-avoid systems that underpin pretty much every graphical virtual environment, and MMOG that you can think of, from World of Warcraft, to Second Life -- and perhaps most of the online multiplayer games since the era of Doom.Continue reading Patents threaten virtual worlds, MMOGsPatents threaten virtual worlds, MMOGs originally appeared on Massively on Fri, 12 Dec 2008 10:30:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments
For Immediate Release Contact Information
John S Howard, Conference Host
Dec. 9, 2008 309.938-4644
JPHoward7@gmail.com
“Stepping into Science” Next in Popular “Stepping into Virtual Worlds” Series
Using virtual worlds to teach and promote a love of science is the topic of the next installment of the popular “Stepping into Virtual Worlds” conference series, to be offered January 16th, 2009 in the virtual world of Second Life. Hundreds of people have attended this series, which began with “Stepping into History” in June and has included conferences focusing on literature and on healthcare. The series is sponsored by Alliance Library System and LearningTimes. The day-long conference is open to the public, with more information available at www.steppingintovirtualworlds.org. It will take place entirely in the virtual world of Second Life.
“Many believe that the next step for the Internet is going 3-D” notes John Howard, conference director. “These workshops are intended to give people a glimpse into the possibilities available when people can actually “step into” the web, rather than just reading about it.”
During this conference, participants will make virtual “field trips” to some of the best and most creative locations in Second Life that are using virtual worlds to promote science. During these field trips, they may be able to speak with those responsible for creating the simulations, and have time to explore them on their own. One field trip for this conference is Genome Island, a simulation where visitors can learn about genetics in various ways including actually entering a giant cell. Another will allow participants to experience a life-size tsunami as it crashes ashore, destroying all the buildings on the beach.
Some other features of this conference will include:
· A keynote presentation by Troy McConaghy. Troy’s educational background is in physics, applied mathematics, space exploration, and astrodynamics. He’s been involved with science-related projects in Second Life for over three years and was a founding member of the SciLands, Second Life’s science-themed continent.
· Breakout sessions presented by scientists using virtual worlds for collaborative work, and teachers using virtual worlds as a teaching tool.
· A panel discussion, allowing participants to question and interact with a variety of experts in the use of virtual worlds in the promotion of science.
“Second Life is a great communications tool for scientists and science educators,” according to Troy McConaghy, keynote speaker, “because it combines audio, video, 3D models, simulations, and real-time interaction under one immersive interface. It’s changing the way science is advanced and taught. This conference will give you a glimpse at the cutting edge of this new technology.”
Those participating in the conference will also be invited to be part of a live audience for “Science Friday,” the popular NPR radio show that is hosted in Second Life and broadcast live to radio stations across the United States.
The participants at a virtual world conference participate from their own computer, while an ‘avatar,’ or virtual representative of them, navigates through the 3-D environments and interacts with other avatars. Howard points out, however, that there is nothing virtual about the interactions at these conferences. “Behind every avatar is a person” he says. “And the networking and learning that can happen, with people from all over the world, is very real.”
Alliance Library System, co-sponsor of the “Stepping Into” series, is a multi-type library system headquartered in East Peoria, Illinois. Alliance has been a leader in developing ways for libraries to expand their missions and serve patrons in virtual worlds. Alliance is on the web at www.alliancelibrarysystem.com.
LearningTimes, is the leading producer of online communities and online conferences for education and training. Their clients and partners include educational and cultural institutions, non-profit organizations, associations and membership groups. LearningTimes provides the training, platforms, applications and expertise these organizations need to make their conferences a success. More information about LearningTimes can be found at www.learningtimes.net.
The cost for this day-long conference is $65, and participants may register for the conference at www.steppingintovirtualworlds.org.
Filed under: Bugs, Patches, News items, Second LifeLinden Lab have made a new Second Life viewer release-candidate available. RC3 is the fourth release in the 1.22 series (Linden Lab starts counting from RC0). As usual, we have a bunch of assorted fixes and crash fixes in this edition.
This edition has five more crash fixes, some tweaks to the watchdog code (because it wasn't crashing when it should) and assorted tweaks. The Planning tab has been removed from Group Information, because it basically just never worked properly.
This looks like it might be the last release before 1.22 becomes the official viewer, unless something is reported that stops the show. Full release notes for this version are after the jump.Continue reading Second Life 1.22 (RC3) now availableSecond Life 1.22 (RC3) now available originally appeared on Massively on Thu, 11 Dec 2008 21:00:00 EST. Please see our terms for use of feeds. Read | Permalink | Email this | Linking Blogs | Comments