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 Lively is now Dead

Yesterday, Google announced that they are pulling the plug on their online virtual world “Lively”. For those of us in the metaverse industry, I would say that this is not all too surprising. I can think of atleast 5 explanations why Google’s Lively closed after only 5 months. First and foremost, Google’s experimental participation in the virtual world was a bit “half-baked”. There was really not a convincing commitment from the company that this is an area they want to invest in for the long term. And the fact that they are pulling out only after 5 months proves this. Secondly, Google was never able to articulate well enough why they are moving from their core “search algorithm” business to the metaverse. Is it a band-wagon reaction to Second Life’s continued growth? Or is it more of a pre-emptive attempt not to be locked out of an industry that could eventually be larger than the web? Third reason for Lively’s unsuccessful rollout is the focus on a ‘kiddie’ environment. The interface and quality of the world that is possible in Lively is constrained towards the safe, cartoony, childlike theme. As most people in the industry can attest, these types of virtual worlds (like Barbie, Dinokids, Freggers, Habbo, etc…) are far too saturated to even carve out a substantial niche. Fourth, Google didn’t understand the concept of “user-generated content” that powered the explosion of growth and creativity in environments such as Second Life and perhaps now, Open Life. Charging for the right to create is not a business model that works. Fifth reason, I’m afraid, is that the company itself has become more of a follower than a leader. Instead of bringing better products to the community, it is resorting to conservative means for maintaining its relevance in the technological realm. Google’s failure in Lively shows the company’s slow down in the area of innovation. The potential for the metaverse is still largely untapped. And yet, the best Google was able to come up with is a re-bottled product which lost steam in 5 months.

Lively

All virtual rooms created in the Lively platform will only be accessible up to December 31, 2008. After that, it disappears into the zone of non-existence.

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 Chenin by Hio Taringa

I am quite privileged to have been able to spend time in a solo photoshoot with Mr. Hio Taringa himself. Apart from being one of the most artistic and creative citizen in Second Life, he is also an all-around swell guy. Such a pleasure to have met him…which makes this photography he created for me even more special.
Chenin by Hio Taringa

Hio, kiss mate!

For more images from the edgy, ground-breaking, and provocative Hio Taringa, you can visit his photostream here.

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 Second Life and Avatrian in the Sunday Inquirer Magazine

-Cover page and two-page spread of Sunday Inquirer Magazine featuring Second Life and Avatrian-

Filipinos continue to thrive in online communities. The presence of Filipinos in online virtual worlds such as There and Second Life continues to grow, with Pinoys demonstrating their passion for the internet, online communication, sharing content and their artistic abilities, even by creating digital content.

Sunday Inquirer Magazine p.6–

Second Life was recently featured in an article by Gregory Kittelson in the Sunday Inquirer Magazine in the Philippines. Greg’s article talks about how Filipinos are becoming more and more interested with social virtual communities. It is also discussed how Second Life begun in California and how much it grew into a thriving Metaverse community at present.

Avatrian in Sunday Inquirer Magazine

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Avatrian was also featured in the article as a Filipino Company that focuses on digital content creation in the Second Life platform. The magazine makes mention of the key contributions of Avatrian as a company to the virtual world. It also describes how Avatrian brought attention that online Filipino communities can be equally competitive as other virtual-based companies.

What we’ve done in the past 16 months has, in turn, also enhanced our ‘real selves,’ because teh nature of immersing one’s self in a virtual world gives a creator or artist an additional unique vantage point of looking at creativity and its future, as the digital world of the internet and metaverse expands.

Rodion Herrera a.k.a (Rodion Resistance), Avatrian Creative Director

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 Bard Haven’s Day One - A Mix’n Match Blog

I have been asked to examine my earliest experiences in Second Life and as I have been here more the three years now, it takes a bit of work to remember that far back. Even now looking back at them they are a smattering of false steps and half measures and compromises and exploratory sex.

Like most people I know, I came to SL because of a woman. I had been in one or another virtual world, with or without pretty pictures, for near on ten years when I stumbled into the beta for The Matrix Online, and spent more than a year playing and creating in that world. At the time, it was a perfect fit for me. Clever storyline, stylish avatars, and guns, guns, guns. Some of the most enjoyable moments I have ever spent online, certainly the most exciting and action-packed were in the closing days of that Beta as the world was destroyed horrifically by a burning virus to make way for the release…the Matrix was rebooted and I was there to watch the servers shut down and the Megacity fold in on itself. Heady days indeed.

I remained with the released version for some time, until role playing dramas become to much for me, and I realized it was time to find an exit strategy. That was about the time one woman I was role playing with left the game suddenly and brutally (at least character wise) and I met…well, I will call her L since that is the initial of the name she took here in SL. We were drawn to one another and spent a great deal of pleasant time speaking and role playing and *cough* other things in avatar form, or as they were called there, Redpills.

Bard Haven

The *cough* other things were not always simple, however, as in MXO, one could not actually remove your underwear. Daunting, to be sure. So one would end up in an abandoned virtual building, stripped down to briefs and bra and panties, sitting on a couch next to one another making with the sex talk in IM. Add to this that the animation was a pretty typical nonchalant pose, appearing slightly bored and distracted, not looking at one another…and it was not the most erotic presentation one could find. Plus occasionally a mission would be generated nearby for another character, and you might suddenly find yourself in the middle of a small shooting war or attacked by wandering gang members, while sitting in your underwear on a couch next to a pretty girl who looks like she wants to be somewhere else. It actually reminded me a bit of my Junior Prom.

Eventually we both had had enough of this situation, so L suggested we try out SL since many refugees from MXO had come here. At first I resisted, it made no sense to me. There was no point to SL, no goals, no levels. It was just a massive chat room. However, without me (and without my knowledge, fwiw) she explored SL and came back to tell me it was really nice…and you could have genitals…and whips.

Whips.

She had me from the whips.

I had been very involved in several Adults-Only MUDs and MOOS before Matrix Onlne, so this seemed to me like the next natural step. I agreed to create a character and have a look around. Inside of a week, she had taken me around, shown me how to buy a shape and hair and decent clothes, bought me my first virtual penis, and soon we were buying land and architecture together, setting up house. Curtains and everything.

Whips. Genitals. Domestication.

And Sex Animations.

Did I ever really have a chance to resist?

The next few weeks are a blur of buying and meeting and dancing and confusions and jealousies and Jesus Christ (don’t ask) and pixilated boot bumping.

When the smoke cleared, L had moved on after a few weeks but would come and go from SL for awhile, under several alts. She may be doing so still for all I know.

I, however, am still the same, still here in SL.

Still here buying and meeting and dancing and getting confused and *avoiding* jealousies (thank god) and boot bumping now and again.

Jesus Christ isn’t involved anymore however. At least not to my knowledge.

Thanks L, for everything…and the whips.

About Bard Haven:

Lord Zealot Benmergui, Baron of BardHaven, Ruffian King of Caledon, Last Defender of the Dark Hope, Keeper of the Shadow that Sings and Magus d’Calamatia Majora was born at the age of 6 in a speeding carriage somewhere on the Italian/Swiss border. His parents, a morbidly sentimental English debutante with a taste for the intellectual and the excommunicated and an elderly Italian nobleman with a weakness for somber ladies and erotic pastry, died in a tragic Mongoose stampede when he was still at school at Eton, leaving him the only heir to the vast holdings of BardHaven. Embarking on a successful career as an international businessman, adventurer, evangelist and agent provocateur, the young Baron soon was a familar face and community leader in some of the more unusual and disgraceful circles in Europe, Asia and Latin America before returning to the family seat in Mayfair at the legendary Palace of Lost Causes. Since returning to Caledon, he has become well known as a writer, fashion reviewer, gothic savant, betrayer of innocent strumpets and torch singer perfroming under the name Miss Monique Borgia, the Iron Chanteuse.



 TED Talks with David Perry about Video Games

This 22-minute talk will make you appreciate even more the video game industry and the work it does for people all around the globe. A very interesting video that showcases the future of the video game industry. David Perry, a game designer, talks about the potential of video games to become more fun, engaging, and interactive in the future. Favorite tidbit from the video includes the part wherein David presented the evolution of video game graphics of particular popular virtual games. The video made by Michael Highland also made its mark as it presented a thought-provoking insight on video games.

To see the video, please click here.



 Avatrian Featured in Avenue November Issue

csherylpoh reading avenue magazine

Chenin Anabuki of Avatrian was recently interviewed by Isadora Fiddlesticks in the November Issue of Avenue - a popular in-world magazine. This is the second time that Avatrian was featured by Isadora in the magazine. Last time, Avatrian talked about the RMB City project and the Yokohama Triennale. This time, it’s all about Avatrian: the humble beginnings of Avatrian, how Chenin was able to visualize and establish this business as a first in the Philippines and how it is now as a part of the dynamic business pool of Second Life.

Isadora’s interview with Chenin:

1. What year did AVATRIAN start?

Avatrian started in November of 2006.

2. What is your background prior to starting the company?

Prior to starting the company, I was a micro-finance advocate and just finished my graduate school degree in International Development Studies. Before that, I worked for many years as a Software Engineer for various biotech, design, consumer goods, and finance companies in the San Francisco Bay Area and Silicon Valley.

3. Why start AVATRIAN?

I come up with business ideas almost on a daily basis. The best ones I write down for more research. When I thought of the idea for starting a Second Life development company, I realized right away that this is the business I want to be engaged in for the long term. Apart from the entrepreneurial aspect, the technological newness of virtual worlds is very attractive to me. And, I can see even before starting Avatrian that the industry is just at its infancy and will evolve at a fast pace still. Coming from an International Development background, the prospect of creating jobs also appealed to me significantly. I like the idea that the business has no geographic boundaries. Hence, we can create jobs for talented individuals regardless of location.

4. Who was your first client?

Our very first client in Second Life is Casius Masala. We created a customized terrain for his sim. It was modeled after the Orcas Islands in Washington State where he resides in RL.

5. Since AVATRIAN is located in the Philippines, and is the first company of its nature, what did you do to attract potential employees and how did you recruit them?

My very first employee is someone I have already worked with. She was my research assistant while I was doing my field research on Micro-finance in the Philippines. Lovelette then helped me with the recruitement of other Avatrian staff. We advertised in bestjobs.ph.com, istorya.net and jobstreet.com. We also attended job fairs sponsored by local universities. And, we also received applicants through referrals and word of mouth.

6. Some of your employees are new to SL, how long are your training programs for them?

Our first employees received a thorough formal training in the Second Life environment. Two weeks were dedicated to that. Then another two weeks were focused on other software technology that Avatrian uses. More recently, on-the-job training has taken on more focus relative to the formal training. We learned that the fastest way for a new employee to become knowledgeable about the environment is by doing as much hands-on projects early on.

7. What contribution can AVATRIAN make to the business environment in Second Life?

Avatrian contributes in many ways. But, I feel that we add value to the business community in SL particularly in the areas of flexibility, cost, and organization. We have established processes from the inquiry stage of client relationships up to the maintenance and support of completed projects. So, we are able to provide a start to finish level of service to our clients. We operate in two time zones with the headquarters being in California and the operations base in Cebu. I think this flexibility is why we can accomodate projects whether it be in North America, Europe, or Asia. And finally, our cost structure is quite possibly the most competitive for full-service Second Life development companies. Our lower cost of operation, our speed in development, and experience in complex projects all contribute to our ability to price our products and services at a competitive rate while maintaining a high level of quality.

8. What are your challenges in running a business in SL and what can be done?

Early on, the biggest challenge is the stability of the platform. But, this has become marginal as time went by and Linden Labs released more stable versions of the Second Life client. At present, I think our biggest challenge is to help individuals and businesses realize the value inherent in virtual creations. There is still a basic misconception as to the why and how of the metaverse industry. And, this lack of understanding occasionally leads to poor decisions. As a business in SL, we benefit much when dealing with well-informed individuals. So, it becomes our responsibility to educate our clients and help them navigate successfully through the complexity.

Avenue November Issue

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 NO LAB in RMB City

NO LAB in RMB City is a new collaboration between Cao Fei (SL: China Tracy) and MAP OFFICE created for Prospect.1 New Orleans, the largest biennial of international contemporary art ever organized in the United States. A special section of Cao Fei’s RMB City, a virtual art community under construction in Second Life, has been transformed into a stark, surreal vision of New Orleans. Based on MAP OFFICE’s research and drawings about post-Katrina New Orleans, the NO LAB parcel of land is a similar investigation into the landscape (physical, cultural, historic) of this unique city.

As a part of the event launching today, Avatrian created a machinima showcasing the dynamic scenery of NO LAB in RMB City. Directed by Cao Fei with builds by Sinewave and original composition by Prague, it is a poetic visual composition that shows New Orleans in a virtual and meaningful light.

NO LAB
NO LAB machinima

You can read more about NO LAB and RMB City for more information about these Second Life implementations and Avatrian’s involvement.

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 Avatrian Exhibit at the University of South Florida

The University of South Florida will be launching its in-world space dedicated to distance learning and educational courses within the Second Life platform. It is termed as the 21st Century Teaching Excellence Faculty Development Space

Avatrian Lady Bug

Avatrian takes part in this educational venture as an exhibitor. Original content featured in Avatrian’s installation are the Ladybugs (or Coccinellidae). Visitors can take a copy of the ladybug and wear it as a backpack. The ladybug has scripted flight animations for the avatar wearer while flying or on the ground.

Avatrian Banana Tree


Avatrian also features at its centerpiece, a giant-sized Banana Tree. Created to give a life-like feel, the banana tree spans 40 meters high. If you wish to get the tropical vibe, just visit the Avatrian exhibit and see the Banana Tree in full bloom.


Here’s a picture of our recent visit to the Avatrian Exhibit in the USF sim.

Heart of the Banana Tree

Looking at the very heart of the huge Banana Tree.

Csherylpoh Aeon and Bonji Barbosa

Sheryl and Bonji enjoying the ladybug display in the Avatrian Exhibit.

I want to visit the Avatrian Exhibit in the USF sim!

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 Avenue Magazine features Avatrian and the Yokohama Triennale

avenue magazine

Avenue Models recently launched a new member to their growing family - AVENUE Magazine. It proudly sets itself apart from existing in-world magazines by featuring exciting articles of the SL community’s movers & shakers on their SL and RL accomplishments. The magazine’s goal is to link both RL and SL, and be a platform bridging the cross-over successes.

This goal may be the reason why Isadora Fiddlesticks, managing editor, decided to feature the RMB City Yokohama Triennial in the newly acclaimed magazine. Isodora’s article captures the entire purpose and idea of the Triennial. She writes, “…Yokohama Triennale is a series of international exhibitions of contemporary art…It consists of a diverse range of artwork by a selection of 60-70 artists from various countries.



Favorite excerpt from her article is quoted below:

“China Tracy (RL:Cao Fei), together with Avatrian brings into Second Life their version of the Yokohama Triennale…Established to realize the dream projects and to be a large public platform of creativity, RMB City proves to be the ideal space for the Yokohama Triennale.”

–Isadora Fiddlesticks on Yokohama Triennale (AVENUE magazine)–


Please click on the image below for a web edition of the AVENUE magazine.

RMB CIty on AVENUE

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 “Tiny Nation”: SL-based Animated Featurettes Come of Age

Ever since Second Life started out back in 2003, creative residents have produced thousands of amateur or “home-made” videos, called machinimas, and have distributed these throughout the internet, via streaming servers and/or YouTube. The subject matter of such videos have been as diverse as life itself, although everyone would probably agree that on the technical side, these videos are yet a far cry from “Toy Story” or any equivalently stunning Pixar or Dreamworks Animation SKG.

However, recent improvements in the Second Life graphics engine have allowed SL users, especially those with solid backgrounds in 3D graphics rendering and postwork, to create machinima that surprisingly reveal a high level of technical quality in terms of graphics and effects. Kerria Seabrooke and Paul Jannicola created a machinima called “Tiny Nation”, a film about the heroic adventures of a band of motley garden animals, with the slogan, “They’re cute. They’re small. They’re trying to take over the world”.

Watching this beautiful featurette makes one wonder–will there be a time in the near future that, SL’s graphics will be so sophisticated, you can actually churn out say, a visually stunning full-length animation production like “Ice Age VI” right in the comforts of your own living room or den?

Click on this link to watch this superb machinima in full.