Thursday, February 21, 2008

Mobile Second Life? Dial me in

Mobile game vendor, Vollee, says you can access your Second Life from your 3G-enabled mobile device. Of course, this kind of activity has long been anticipated and others are viewing this with anticipation of a different sort: the first hint of that bridge between mobile devices and the most popular virtual worlds: MMOs. Given that many children seem to be umbilically attached to their cell phones and gaming, the pairing seems both logical and explosive, ushering virtual world use into more mainstream adoption for that age set and beyond.

Mobile devices have already overtaken PCs in some areas of the world as the platform of preference, and in terms of gaming, are projected to overtake consoles. It seems quite likely that they will be the nearly universal working and communication platform of preference in the not too distant future, if use trends in Asia, as they often do, continue to project themselves around the world, and if more useful and entertaining applications continue to migrate or be developed for mobile sets.

If you are interested in partaking of a more mobile Second Life, sign up for the Vollee Second Life beta, which will commence in May. There are some qualifications for equipment (promise of a supported list forthcoming) and reminders to check your billing plan to make sure it can support this kind of heavy media use without breaking your purse/wallet.

Aside: it occurs to me that the phrase "dial me in" is both dated and dating; it is either destined for obsolescence, or its literal meaning will get lost in time (like the horrible "rule of thumb"). I bought a refurbished (same outside, newer insides) 1930's phone for the home office. It works with modern phone systems just fine. It is quite angular in parts, intentionally functional, and the hefty solid weight of its handset and the cloth covering on the cord mark it as something not quite right with this time. In fact, the tinny voice you hear and project make it seem as if you're talking to or from the past. Though not obvious at first glance, you also soon realize that this is something that has seen a lot of use. Its black surface is spotlessly clean but dull, a few tiny but tell-tale chips and scratches found here and there. I imagine all the lives and passions that have spoken through that same handset while I'm holding it. Many of those voices were long gone to dust before I was even born. And yet here is that same handset, that same dial, bridging the years between us. If there was ever to be found a "ghost in the machine," this would be the one. Speaking of that dial, it used to be when people asked to "use the phone," it was only obvious and most courteous that they be given an accessible and mostly private room to use: the office. But then there would be that dial. It is not like the dial even accustomed dial users once knew. Not easy nor gently gliding, this dial is only for the serious caller. It takes a firm hand and resolution to see the number all the way through on its journey to the finger stop. But in recent years, everyone has a cell phone and no one asks to use the phone. So though people still step into the office for some privacy, requests for help have fallen off. I still get called in on occasion. I'll step inside to find someone sitting down, finger pointed at my desk. "Is that a phone?"

Tuesday, January 15, 2008

Thinking inside the box

Not that I have time for this sort of thing right now, but when I saw a post on the NMC Campus Observer advertising the availability of Stephane Zugswang's Virtual Reality Room (VRR), free and copyable for educational or non-profit uses within Second Life, I felt I couldn't miss the opportunity to observe the Tuesday demonstration, which as it turned out, included a whole wealth of attendant information.

The VRR is basically a square room. The nuance is in the application of seamless tiling to create an expansive vista that is not square but which appears, for lack of a better word, global - hence depending on the subject chosen, endless, as if you were standing in a real environment stretching all around you. This is achieved by using Apple Computer's QTVR technology. It is not a true QTVR viewed through the Quicktime player, but done to export textures applied to a Second Life cube to achieve the same effect.

And this effect can be quite remarkable insofar as Second Life graphics, that is as long as you can manage to stand inside the circular boundaries of the floor marker. As you can see if you have occasion to visit the NMC Resource Center to secure your own copy, stepping outside that boundary can sometimes lead to distortion as if you're standing in the sky for instance. Since the location at the NMC is also a working VRR, you'll have an option to judge for yourself by clicking on the HUD to change the setting and see the change render around you. Based on your choice, you can set the HUD on your own copy to be only visible by you or available to be clicked on by anyone as it is at the NMC. Depending on the speed of your computer, you'll just need to wait a bit for the scene to render. Examples ranged from real world vistas such as cityscapes to effectively shrinking one down in size to stand inside of a now larger than life room. And the entire affair can be rez'd or collapsed with hardly any effort.

vrr2

To create the raw material for his rooms, Stephane prefers a good SLR camera along with a steady tripod. The process of photographic QTVR creation requires rotating the camera to take a series of overlapping pictures which are stitched together within a QTVR application. The pictures can be retouched if necessary using an application such as Photoshop. Stephane uses two lenses, depending on the subject. His Nikon 10.5 mm fisheye lens lets him capture his scene in eight pictures while he uses a telephoto lens that lets him do same in 16.

After capture, the whole affair is assembled and converted into a QTVR image using any number of available QTVR applications. Stephane uses and recommended the RealViz Sticher, which comes in three price options. The unlimited version, which depending on the exchange rate, currently costs just under $600 U.S, has features and options that Stephane recommends will be very welcome and worthwhile for anyone who seeks to create a number of such room textures. There are number of other applications and utilities that can create QTVRs, even freeware like Panotools (see SourceForge link). Given that it's free and has a user and knowledge base to draw from, Panotools is certainly worth more than you paid for it, but Stephane suggests that if you can afford it, you'll find it much easier and far less frustrating to use something like Sticher. A good application and a practiced hand can produce a QTVR in 10 minutes, depending on the subject.

Another exciting option is to create your landscape, even fantastic or otherworldly ones, within 3d applications and export the render as QTVR. Some applications already support this option (Bryce, Lightwave, Terragen) or require a add-on/plug-in (Mojoworld, 3DS Max) or a helper application to post-process (Maya). Post-processing output is sometimes done as well in lieu of internal or add-on methods for better speed to render.

Either photographically or via 3d rendering, the final output is exported as flat images to be imported into Second Life as textures: six, one for each wall, floor and ceiling. The process is described in a tutorial within the VRR Documentation packet. Also, there is a VRR Picture Controller for sale at Stephane's store, the VRR Shop if one would rather opt for that method.

This project is a cooperative venture between Stephane, the NMC, infoisland.org and the Commonwealth Islands to help expand the tools available to educators and non-profits. The particular version in question will only work on a select list of sims, all of which relate to education or non-profit use. Currently there are over a hundred such sims. To be added to this list, the requirements are that the sim must be founded for educational or non-profit use and be tied to a real-world organization. Parties interested in adding their own sim to this list need contact Lorelei Junot in Second Life.

Eight sizes of the VRR are included within the kit, starting at 20 square meters and going up to 120 sqm, which constitutes a near quarter-sim. There is a larger size that is a full sim that is available only in the retail unrestricted version (as in can be placed anywhere). That and all other retail versions, along with more environment textures and an application to help bring your own custom textures into use are available for purchase at the VRR Shop. The NMC has stated that they also intend to make more room textures available at their location as they become available, I assume through the product of community efforts now that this free version of the VRR is available.

I had been thinking that one of the effective uses for virtual world education might be to negate scale and as well place the student inside of a setting for a new perspective. This tool is pretty much an application towards that end. I'm very much looking forward to the novel uses that I'll have wished I'd thought of yet to come.

Monday, January 7, 2008

Windows users go on Safari

The latest version of Apple Computer's Safari browser, now in beta, promises to offer its ease of use and yet another alternative to Internet Explorer, Firefox, Opera and others for users of the Microsoft Windows operating system.

What's probably more important to Windows web developers who must test their builds against all these is that not having a Mac isn't a barrier to now test against Safari, since the Windows version should render and behave the same way as its Mac sibling. Given that Mac has recently achieved its highest market share gain at 8% and likely to grow further, testing against Safari is now more of a priority for developers who wish to "bulletproof" their builds as much as possible against failure before release and the PC version of Safari should be a welcome tool in their tool-kits.

Warner casts a Blu-pall over high-def landscape

A probably fatal blow in the high-definition battle between HD-DVD and competing standard Blu-Ray was cast on Friday when Warner Brothers announced that it would be, starting in May 2008, exclusively Blu-Ray. Subsidiaries New Line Cinema and HBO Films were excluded from the announcement, leaving those studios free to make their own decisions. However, it is expected that both will follow Warner into the Blu-Ray exclusive camp. Warner Brothers will likely continue to honor any existing HD-DVD promises through May, though HD-DVD releases will lag behind standard and Blu-Ray title releases.

The decision of the last major studio to support both formats to change its stance to be now exclusive to Sony Blu-Ray forced a quick cancellation of Toshiba's planned CES announcement for HD-DVD, since Warner Brothers was said to feature prominently in that press release, being touted as one of the success factors for HD-DVD and one of the most prolific studios to release high-def titles.

HD-DVD supporters, Toshiba, Microsoft, Paramount Pictures & subsidiary Dreamworks, and Universal Studios remain the only significant backers of HD-DVD while the Blu-Ray camp includes not only major studios Disney, Fox, Lionsgate, MGM, Sony Pictures-Columbia Studios and now Warner Brothers, but most of the smaller studios and distributors as well as most hardware and PC vendors. The Warner move gives the Blu-Ray camp about 70% title share, according to the Financial Times; with more to follow IF Paramount (and Dreamworks) exercises an alleged clause in its HD-DVD switch agreement that allows it to reverse its exclusive move if Warner were ever to drop HD-DVD. Even prior to the Warner announcement, a number of smaller studios that had been HD-DVD exclusive announced that they would be supporting Blu-Ray as well, indicating growth for Blu-Ray, while no such defections occurred from amongst the exclusively Blu-Ray supporters. Even the controversial decision last year for once-format-neutral Paramount and its subsidiary, Dreamworks, to defect to the HD-DVD camp excluded any Dreamworks films by Steven Spielberg, who was said to be either a backer of Blu-Ray or someone who favored supporting both formats.

Warner Brothers executive, Kevin Tsujihara, specifically mentioned that Warner Brothers did not take any money from the Blu-Ray group to come to its decision, contrasting the decision last year of Paramount and subsidiary Dreamworks, to switch from format neutrality to be exclusive to HD-DVD, a move the New York Times later revealed to have been motivated by a payout from the HD-DVD group for $100 million and $70 million respectively to make the switch. Warner Brothers was said to have been courted with a similar deal to switch to HD-DVD exclusivity, which had it occurred, would have likely ended in a format stalemate.

This move by Warner Brothers was said to reflect industry concerns that the format war was hurting the overall adoption of either format since consumers were both confused and wary of purchasing product that could at one point become obsolete. This has kept high definition disc sales stagnant at a minute fraction of potential sales compared to standard DVD. Director Michael Bay, who was highly critical of Paramount's decision to switch to the HD-DVD camp and who was initially furious that his blockbuster Transformers would only appear on HD-DVD, openly stated his opinion that the money used to essentially bribe Paramount and Dreamworks came from Microsoft and that Microsoft's true motives were not to back HD-DVD but to ensure that the format war would continue until Microsoft could develop a high-definition digital download service, undercutting both. Apple Computers, which does continue to expand its own digitial downloads service for movies, was a backer of Blu-Ray and recent news has indicated that Apple intends to offer Blu-Ray drives in its computers at some point soon.

There has been no news on how this might effect the third format, VMD, which unlike either Blu-Ray or HD-DVD, uses a red laser and is said to offer a much cheaper alternative for high-definition content for vendors since it does not require the same level of retooling to produce the discs. It seems likely though that the Warner Brothers announcement will spell doom for this late-comer on the high definition scene.

Update: Apparently New Line Cinema made the expected move to Blu-Ray exclusivity. This will bring the impressive New Line catalogue over to exclusive Blu-Ray distribution, expected to include the Blockbuster Lord of the Rings trilogy whenever that anticipated title makes its high-definition disc debut. There is no word yet that I've seen about HBO Films.

Also, the purported reasons that Michael Bay assigned to Microsoft support of HD-DVD may well come to pass at some point, subsuming movie disc sales to those of digital downloads in the same fashion that CD sales, though still strong, continue to give way to digital downloads. In addition to Microsoft X-Box Live, the pairing of Apple iTunes & Apple TV, and those already available through cable and satellite, Netflix is intending to offer a streaming downloads service as well, premiered at CES. Sony has hinted at much the same for the PS3 with movies and other media potentially available through portals such as Playstation Home. Given that Sony is the only hardware vendor that actually owns their own extensive movie catalogue, competing services might find themselves starved for certain titles or scrambling to lock up exclusive deals of their own. If such fractured availability should occur, I would think it could only harm the adoption of digital downloads in the same way that the HD-DVD vs. Blu-Ray battle harmed mass adoption of either format.

Update: HBO Films have moved to Blu-Ray exclusivity as well. There is some rumour that Paramount/Dreamworks is mulling a move away from HD-DVD according to the Financial times, Universal possibly as well according to Variety, despite statements to the contrary made by both studios. Both studios have declared support for HD-DVD but Paramount's only move so far is to delay two forthcoming HD-DVD titles by three weeks. And further questions have been met with a no comment response.

In any case, I think the final summation of all this is that it's too bad that the studios could not have made a compromise forestalling this format war. This see-saw battle not only hurt themselves and left both standards in jeopardy of being preempted by direct downloads, but seems likely to have left over a million adopters of HD-DVD bereft of future title releases and having to hope for after-market solutions to keep their HD-DVD high-def title investments viable down the road. Apparently corporate memories are short and the lessons learned in the debacle that occurred between VHS and Betamax that helped lead to universal adoption of a single CD and DVD standard had since been forgotten.

Wednesday, December 19, 2007

Virtual world industry leaders forecast 2008

VWN is offering a report that details the response of 45 virtual world managers and leaders to a five-question questionnaire that asked:
  1. What are your top 3 trend predictions for 2008?
  2. What business goals have you set for 2008?
  3. What challenges do you expect 2008 to bring for the virtual worlds industry?
  4. A number of new platforms are launching in 2008. What are the biggest impacts this will have on the industry?
  5. How will the above changes affect your specific segment of the industry in 2008?
To order the Virtual Worlds Management Industry Forecast 2008, simply send an e-mail to to address listed at the former link and you'll receive a PDF copy of the report in your e-mail.

I found this a fascinating read and I'll have to read it again to compare the disagreeing statements. A number of the respondents were at the recent Virtual World Conference in San Jose and I appreciate the chance to read what they had to say. As you might expect, some had very different opinions regarding the upcoming months. I also noted that education seemed to figure prominently in a number of forecasts as did the expected strong growth in virtual worlds for children.

My only druthers for this report would have been to have the company name repeated after the name in each response since I don't know all of the responders by name and I couldn't follow their association with the industry from question to question.

Newbie ponders what "there" is of IBM's and Cisco's Second Lives

Computerworld writer Gary Anthes was tasked to do a piece on Second Life, which, after spending nearly a week of his time within the simulation, he titled Second Life: Is There Any There There?

Within this piece, he is somewhat critical of the corporate presence within Second Life, having had a rather empty and underwhelming experience at the islands built by IBM and Cisco.
"Knowing my editor would ask me about practical IT applications, I sought out a virtual island owned by IBM. To get an idea of how exciting this place is, imagine a 1950s-era IBMer in a starched white shirt and tie with a "THINK" sign hanging on his wall."
Part of his frustration was his failure to find any company representatives to talk to about goods and services, or to just answer questions.
"I returned to IBM's main island determined to find an IBMer who could answer some questions. I didn't find such a person, but I had a long chat with a well-dressed wolf who said he was from FurNation. He said he was only there to use the public "sandbox," which is provided by IBM, to build things."
And failing that, finding any person was a welcome respite and at least a chance to ask some questions.
"I told him I was trying to find out if companies in SL made any money. Virtual companies make real money, he said, 'selling furry avatars, sexual bits, weapons and the like,' while real companies like IBM only advertise and recruit. The wolf was not applying for a job at IBM, it seemed, but he thanked IBM for providing the sandbox."
And of course, all of this begged the question of what function did all this corporate presence provide?
"Still fretting about bandwidth, I traveled next to the Cisco Virtual Campus and walked into the Cisco Training Center. A sign indicated that it was for use only by Cisco partners and employees, which raises the question of why it's on the public Internet and not on a Cisco intranet.

In any case, I found neither partners nor employees in any of the training rooms, and no books, computers or training materials of any kind. Never had it seemed so reasonable to ask if there really was a there there."
Though he did have a relatively better experience at Sears, the author I take it was not impressed with corporate presence within Second Life, or that much with Second Life itself for that matter. Some of his advice:
"Each major company location in SL should be staffed with a real person, at least during business hours. If some friendly and attractive avatar at the Cisco center had approached me and said, "Yes, sir, how may I help you?" and then had given me useful answers to my typed in questions about training, employment opportunities or products, I would have fallen out of my chair with amazement and delight."
So what do I make of this? I'm not sure where the subjective "attractive need play into this. Well-groomed would do for me. Otherwise, I think it's a good piece. And it's original. As far as negative criticism goes, it's not some regurgitated bit of anti-hype backlash. Nor is it a piece written to reclaim credibility damaged by over-reaching optimism by riding the pendulum swing going the other way. I wouldn't even argue that it's all that negative. I don't think this writer had any axes to grind. I think he came to the assignment with a fairly neutral standpoint. What Anthes is describing here is a very typical regrettable newbie experience. (And it probably didn't help his experience that some web links were broken).

If you read the full piece, you see that he spends at least two days of his assignment just trying to learn his way through the interface and figure out how to find places. Out of desperation, and having wasted time through misunderstanding and bad advice from another confused newbie, he buys a book. Now, if he had me to help him out, I could have handed him a Notecard with some landmarks to visit later, maybe even checking out a couple places with him. I could have taken him to New Dove and New Citizens Incorporated (NCI) to get him started on his own look and get him hooked up with help resources, even classes if he was interested.

But Anthes didn't have me there to help him, did he. He, like most newbies, was left stranded in an empty virtual landscape having to rely on people just as new, confused, and ultimately as bored and frustrated as he came to be. Experiences like his are one of the reasons that though Second Life can claim millions of registrations, they can only muster an active user population of 30,000 - 55,000 on most days. People try it, go "huh?" and leave, never to come back.

In fact, I was one of those. When I first went to a meeting showcasing Second Life for uses at work, I dutifully created an account; I logged in; I then had my "Huh?" moment. I forced myself go through orientation and get onto the mainland. But my experience only degraded the more time I was there. Totally underwhelmed by the perceived function , the lag and abysmal graphic quality, I thought, "Are people serious? Someone has got to be kidding me, right? This is lame. This is a total waste of time." And I left, never to come back, or so I thought. Had it not been for an overdue promise to visit a co-worker's build in Second Life, I would never have given it another look. And the virtual light bulb above my head would have never gone on.


Truths out of the mouths of newbies

Yes, having a real person staffed in Second Life is a big overhead for a company. Server space (aka "land") is not cheap, let's face it. Tack on some employee cost tasked against really no revenue for most Second Life corporate uses, and how does one justify that on the books?

Well, I would ask, how much is your company image worth? Do you want to build a presence, which I presume has some underlying marketing potential, and then leave it to a a visiting anthropomorphic wolf or rabbit with no company affiliation to explain your presence for you? Even if you have staff in simulation, not being able to find them is just as bad. In a large build, teleport signs can be your friend, and the friend to visitors.

I wouldn't expect my local GAP store, even if they could lock down the goods, to just leave their store abandoned, hoping that I'll come in to admire the goods but not having anyone to talk to, and expect me to still walk away with my questions answered, a good feeling about GAP, or likely to buy something. The GAP doesn't have a virtual store that I know of, but if they did, I would ask: why treat a virtual space any differently? Insofar as how a person (and the force driving that avatar, at least for now, is a real human being) is going to react to your company, a virtual space can have the same impact, good or bad, as a real building. That's why companies staff people to help greet and guide visitors in real world lobbies.

If you have goods or services to sell, jobs to offer, information to give out, have someone there to do it for you that speaks for you and has your interest in mind. If you have a virtual space that you are using for a corporate function, do what you would for a real building when not in use - lock the doors (or in Second Life parlance, just restrict access). In the former, you're going to improve experience and maybe actually drive some use and results; in the latter, the lock will probably give the impression the space is important and actually sees use. In most corporate builds, I suspect that the space probably isn't and doesn't but they don't have to know that. Perception is everything.

Doppelganger cleverly controls perception by use of space in vSide, making it appear larger then it really is. In fact, restricting the overall space has the positive benefit of channeling people into the same area, giving the perception of popularity and a crowd, even with a small number of users. Let's face it, we're social animals and many people feel more comfortable in a crowd, even a virtual one. People imply popularity, that you're in the "right" place, and that there's something engaging to do there. Effective virtual builds, like real world buildings, are probably going to need to adopt architectural solutions for crowd management, but at least for Second Life, factoring in the ability to fly.

Nothing is more lonely or gives a sense of a places unpopularity in Second Life like coming into it and seeing that there's only one green dot on your mini-map - and it's you. Now maybe you are visitor number 2,001 that day and you just happened to come at a time when no one else was there. But you don't know that. Unlike web pages, we can see who's visiting at the same time we are. And it doesn't matter how many people were already there or who will come back later. If you're a newbie, you probably got the impression that the space is unpopular, and that feeling maybe carries over to the brand behind it, like there's something wrong with it maybe?

When Electric Sheep opened the Virtual CSI:NY presence in Second Life, I first peeked in after the show just to see what's what and to try out the OnRez viewer to see how different it was. Well, it was crowded, with a bunch of lost newbies who were tripping over their own interfaces. There was a clever use of audio media and a HUD to explain the CSI game. But the game wasn't the problem. It was Second Life. Even more sad was a veteran SL user who popped in to see and who was valiently trying to explain the interface. She didn't realize that all these newbies were using a different world viewer, the OnRez viewer provided by Electric Sheep, where buttons and functions could be in different places than the Second Life viewer provided by Linden Lab. I could just see the thought bubbles going up all around me: "Huh?" <-- brought back memories; "I don't get it"; "I'm so confused"; "How do I get my clothes back on?"; "This is silly." I tried to do my part and both help guide the newbies by giving them links to helpful places like NCI and New Dove, as well as help flag the veteran Second Lifer that there was a new viewer, hence the mismatch between what she was trying to explain and the reality in place. Well, after such a fiasco, you'd expect to come back to Virtual CSI:NY and expect to see few or fewer dots. But such is not the case when I've peeked back in. Why? I can't be certain but one of the things that I noticed was that there was a staffer, I presume from Electric Sheep (maybe CBS) to greet, answer questions, and help new users get started in the entry zone. Wander farther into the simulation, what does one find but more helpers. And those little green dots on the mini-map? There seem to be quite a few of them, all congregated in various spots. Just in case this was an aberration, I checked back a couple more time and the dots at a glance, seemed about the same. I don't know how profitable Virtual CSI:NY is given all that manpower investment, but I'd have to say in Second Life terms, it's popular. Green dots it seems have a way of attracting more green dots.


I know the avatar I'm talking to isn't real. But is she real?

Presence can be costly. It's a lot of overhead to consider. And one has to figure that the virtual world never sleeps. Logging into Second Life at different times, it takes on a European, Australian, or Asian tone. Companies have to figure that a visitor might pop in at any time.

Which is why AI avatar "bots" are being developed that can take on that overhead instead of having a real person. They work quite cheap - free in fact beyond their build cost and they don't take breaks. The initial ones are likely going to be fairly simple responders but there are rumblings of some very savvy ones (see Artificial Intelligence Applications in 3d Virtual Worlds) that can do a credible job of mimicking the responses of a real person.

This of course undercuts one of the basic presumptions of virtual worlds, that an avatar represents a real person. One of the interesting aspects of virtual worlds and MMOs is that people tend to treat an avatar at face value, as if they were what they appeared to be. If that avatar appears to be a human man or woman, you, as a virtual world user, would probably respond accordingly. This probably belongs in its own post, but imagine a virtual world where someone can seed avatars to make a space seem more popular as if other people really found it engaging, making you think twice about stopping to take a look around at the offers. Or that person chatting you up and that seems so interested in your latest real world shopping adventure could be a bot mining you for buying trends. Or your new "friend,", taking advantage of how viral marketing works, just swears by Eau'dee'doh perfume or MuskOxen deodorant.

Let's forget about the ethics of AI bots for the moment. Until such bots are available to help "staff" virtual builds, companies who are going to spend a lot of money and time investing in virtual worlds need to consider the whole experience if they want to make it a success, imho. That means considering staffing such builds as if they were real locations, at least to the point of offering someone to help answer questions and take down contacts. I pity the poor person stuck in an empty Second Life island all day but hopefully such exposure will help that person suggest ways to bring traffic and make the spot a purposeful destination point with the intention of conducting business or inquiry of some sort.

Otherwise, just hope that the visiting furry using your sandbox is polite and friendly (I have to say, they often are) while she tries to answer people's questions. I'll conclude with the rest of Anthes' advice:
"Yes, I know that would cost serious bucks. One or more real people would have to be paid real dollars to do that. But if a company can't make its virtual experience substantially better -- and I mean really head-and-shoulders better -- than its existing Web capabilities, it might as well not bother.

Because my wolf friend isn't going to buy an IBM computer because he spotted it through the window while playing in the IBM sandbox. The IBM island must be a destination deliberately sought out by people with an interest in IBM, with the knowledge that they will have a really cool virtual experience there while being treated like a real human by a real human."

Tuesday, December 18, 2007

Enchanting Dryad

Stanford Virtual Worlds Group has a nice little package for us under the Yule tree this year. It's a free tree creation utility for 3d applications and worlds called Dryad. Dryad works on most Windows XP & Vista systems, as well as Mac OS X. There is a promise that a Linux version is being compiled, but will possibly be some time in coming.

Dryad did not function correctly on my XP work T60p (I could use it fine. I just couldn't see any effect in my black preview pane that only blinked now and then to show part of that area). I have had numerous problems with the T60p in regards to virtual world use so I won't fault Dryad too much just yet.
"We are aware of a small number of incompatibilities with existing systems which manifest themselves in the form of graphical corruption. We are currently working to resolve these problems. In the meantime, we suggest you run Dryad on another system."
So until I can get home and pop Dryad onto the Vista game rig and Mac workstation, I'll have to take some of the claims on faith. If you have any updates or comments, please do share.

Since I could see some of the interface, I could explore a bit. The right-hand pane, as you can see in this borrowed screen capture, is a contextual options selection. It changes view according to the editing mode. In this initial view, one chooses the basic tree form. Since I could see the occasional glimpse of the interface, I knew where to click to access options. In one case, I accessed numerous slider bars that would change my tree's form and appearance. Finally, clicking the center checkbox allowed me to save my work in the generic and widely supported OBJ format. Since I don't have any 3d applications on my work machine, I was not able to open my edited file to view any of my work.

Trees are very complex objects to render and have them look any good. I remember I was all excited when Bryce first added tree models and very disappointed in how some of them looked upon render in that older version. WorldBuilder was one of the better approachable applications in terms of getting off the ground quickly but look at the price. Let's not even talk about Lightwave or Maya. Looking at some of the gallery images, Dryad appears to do a mighty fine job for current virtual world use; it's intuitive to use; it's free.

Whats more, there is a collaborative aspect that VWN reported on in their coverage, albeit one that I was unable to witness. If as reported, there's a great potential for growth, communication and building upon the work of others as the Dryad application is stated to improve and grow the more it is utilized by the community - sort of a shared object database I'm guessing. I also took advantage of Dryad's prompt to join the Stanford Virtual Worlds Group mailing list, the form conveniently found on the first page of the Dryad site.

Other than for some bugs which I have faith will be worked out, my only objections regarding Dryad is that is is free, easy to use, encourages creativity and collaboration, and outputs in a generic file format understood by most 3d applications (ah, if only most virtual worlds allowed for direct utilization of OBJ). I mean, where's the elitist factor in that? Give people powerful tools for free or modest cost and soon everyone will be creating these wonderful scenes and objects to use and share. Creativity will become the focus instead of tool use and access.

What is the virtual world coming to? Bah humbug! ;-)