Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Wednesday, August 26, 2009

Tezcatlipoca Bisiani: Thoughts on SLCC

Before I attended Second Life®'s Community Convention in San Francisco earlier this month, I knew that Tezcatlipoca Bisiani (aka Andrew Sempere) was the Boston-based cross-eyed jackal avatar who conducted design research and taught computational art for IBM's Collaborative User Experience Group/Center for Social Software. I knew that he holds a Bachelor of Fine Arts from the School of the Art Institute of Chicago and a Masters of Science from the MIT Media Lab, and that he was the University of Kentucky's first Visiting Curator in Virtual Residence and that he curates IBM's art sims (Glyph Graves and Bryn Oh shows were nothing short of magnificent). Andrew first experienced Second Life as an alpha tester for LindenWorld (circa 2001), but logged off "relatively unimpressed." Seems he returned to Second Life in 2006 and soon discovered "what LindenWorld had lacked: a community of skilled content creators whose work was playful, engaging and beautiful."

In San Francisco, I discovered that his eyes twinkle, that he wears his great hair a little bit spiked and leans forward and really listens with his whole body, and that he has an air of playfulness about him that's contagious. I hope I will know him the rest of my life. - Bettina Tizzy





Andrew and Tezca - Universally interesting and interested in everything - BT


by Tezcatlipoca Bisiani

When Bettina asked me to write about my experience at SLCC I thought perhaps I'd write about the keynotes (in general very disappointing), the incredible tour of the Exploratorium courtesy of Patio Plasma (amazing, thank you!), the delicious NPIRL Dim Sum (all the food was PIRL, but honestly with Dim Sum that's just fine). In the end I think what I want to focus on here is us, and what we can do as a group to further the cause of shared 3D virtual worlds as a place for creative exploration, because much like everything else in Second Life, no one else is going to make it happen.

If there was one thing that my visit to SLCC last week brought home for me it is the conviction that Second Life is not, and never has been, about the technology. It is not, and never has been, about Linden Lab, nor any other company or organization. Everything good about this universe comes from the people in it, in all their messy chaotic glory.

I'm not suggesting that we ought to give up trying to influence our infrastructure, but whenever I used to speak about Second Life to people less familiar with it, I found myself in an uncomfortable position as apologist. Why was the server so slow? Why was the interface so difficult to use? What about those flying penises? No doubt you have fielded dozens of these questions yourselves, and to be fair to Linden, things are much better than they were, But I for one have always found these questions incredibly frustrating. They're not the right questions! Instead ask me this: Why would an otherwise sane and healthy adult professional work a full work week and then spend hundreds of hours logged into a virtual world? Why, exactly, do we care so damn much?

In its specifics, the answer is as varied as each of us, but in general it all ends in relationships, and community, and the sheer joy of building a world with people of like mind. So these days, when people ask why I spend an inordinate amount of time in this odd artificial universe I have an answer, and if you read nothing else in this post, read this: it’s you (or most of you, anyway). It’s the community that includes many of the Linden staff, and also independent scholars and musicians, professors, painters, physicists who run hands-on museums, ad executives, business professionals, students, mathematicians who explain hyperbolic space with aplomb, magicians who perform even when their hands get stuck in car doors, writers, IT directors, teenagers, illustration students willing to share their avatar making secrets, weekend Goths, vampires, old, young, straight, queer, able bodied and not, sushi experts, world record holding skydivers – even the griefers who rent party busses and cover corporate headquarters in chalk slogans.

This is so true that even a week later I’m still thrilled by it. To be sure there is the happy conference bubble (short time frame, beer and free food make many things possible), but even accounting for that, the last thing Eshi Otawara said to me, standing outside of Lori's Diner before heading out for the day, rang true: It's about the sense of touch: "We can be anything we want in Second Life. Friends, even lovers, but in-world we can't hug." Unexpectedly for me, this became the proof I never knew I needed, confirming what I’ve known only with my eyes and my brain for the last few years: SL is real. You can touch it.

Second Life is now in the downward slope of the Gartner Hype Cycle, and rather than being upset about this, I think we should rejoice: it took the dot com bubble bursting for the real value to emerge, and now that the novelty has worn off, those of us who are left standing can get down to the business of showing the world what really matters. Unfortunately this also means that we should see less direct support for our work, because Second Life in general, and our corner in particular, is so small from a business perspective that it amounts (in the words of Clay Shirky) to a rounding error. Moreover, our job as creative content creators is to push the boundaries of the universe, and the goal of any profitable company is to trend towards commodity users. It's not that we're at cross purposes exactly, but we certainly serve a different set of ideals.

Again, I don't think this is cause for despair, but it does mean that we need to become ever more self reliant, and the onus on outreach is on us. If you are part of a professional community and you believe in virtual worlds, focus your attention on bringing your community to us - we can only be strengthened by connecting to the real world. You don't need to tell the world how amazing SL is, instead tell us the amazing things your RL communities are doing with SL. Inspire us. If you are an artist, work on connecting your in-world practice to those on the outside. Share your world, don't leave it locked inside a server somewhere. Go and get the audience, don't expect them to just show up.

If you want something to happen technically, focus on supporting the open source communities that are trying to make it happen. Support the development of unofficial viewers. Think carefully about the need for Second Life alternatives, content portability and free reliable backups, not because you want to boycott Linden in a fit of pique, but because you care about this community and realize how fragile it is to hang on the future of a single corporation. Start truly respecting your work, because it really shouldn't be surprising (as I learned at SLCC) that someone like Ina Centaur pays her actors union wages. She said it herself: they are a professional theater company, why wouldn't I?

Above all continue to push the boundaries of the universe in surprising and exciting ways because that's really the reason we're all here. And when someone asks you why you spend so much time online, or inquires as to the business value of virtual worlds, answer them loud and clear: It's all about the people, and the community, and what we continue to build together.

Wednesday, May 6, 2009

Something wicked good this way comes, and it is happening today

Posted by Bettina Tizzy

All those survey numbers and spreadsheets are beginning to register what most Residents of the bustling city that is our Second Life® already know firsthand: Virtual worlds for more than games are popping with potential for the serious stuff… business, education, science, and the arts. The naysayers are still out there, Twittering about how they don’t even have enough time for their first life, etc., etc., but they are off-world. They aren’t here to witness how this 3D world is getting stickier than molasses.

While the Real World is staggering in a recession economy, this virtual world is humming merrily to the tune of $120M in user-to-user transactions during the 1st Quarter of 2009, up 65% from the same quarter last year. Moreover, according to a recent in-world business study, 20% of Second Life’s businesses earn all their income in Second Life, with approximately 2,000 full time businesses in operation.

At the very heart of this bubbling stew is an organization called Metanomics that explores the serious uses of virtual worlds in the company of tout le monde: the executives, educators and artists that are making it all happen. It’s a virtual talk show. It’s a forum for hundreds of conversations going on simultaneously at a dizzying rate of speed, both in voice and in text chat. In fact, I defy you to attend any of these sessions without perceiving… without recognizing that something really important is going on: potential and yes, even success.


The new set and studio for Metanomics - Photo by Keystone Bouchard

Something wicked good this way comes today, and it’s big. For as long as I can recall (and I rezzed in January of 2007), the leadership of Linden Lab, the company that owns and operates the platform of Second Life - and governs it, too – has gone into hiding whenever the Residents of the world they created convene. But changes are afoot, and the citizens have been in agreement lately… dare I say it? Linden Lab is starting to step out. The Lindens are actually becoming involved with, and becoming a part of the Second Life community.

Oh, they still infuriate us with unsurprising regularity over one thing or another, but I can’t begin to tell you how welcome their participation is. The more we communicate, the better things get… and stickier… and more fun. And successful.

So it is with mild astonishment that I find myself typing the following words: Today, May 6th at 1:00pm SLT, a real first… M Linden (aka Mark Kingdon, CEO of Linden Lab), will join host Beyers Sellers (aka Robert Bloomfield) for the kick-off of Metanomics' new season at its sparkling new studio and set created by acclaimed award winner and architect Keystone Bouchard (much more on that structure soon).

Something wicked good this way comes, indeed.

Teleport to it directly from here.

Thursday, April 16, 2009

"SL is killing me"

Posted by Bettina Tizzy

One of Second Life®’s greatest creators wrote me an IM a few days ago - out of the blue - that read simply “SL is killing me.”

I knew exactly what this person meant. Whatever you do in Second Life, whether you are creating or building community, if you do it with passion and long enough, you are bound to feel consumed by your own creation at some point.

Bloggers will know what I’m talking about. It’s 1am and your blogpost isn’t anywhere near ready and you promised whoever you are writing about that you’ll have it up in time for the opening of their installation or event.

Artists, architects, scripters, builders… often find themselves working against impossible deadlines to have something ready for a show, but the dog needs a walk, the pantry is empty, and your sister’s birthday is tomorrow. Worse yet, the curator hasn’t set the land permissions right, your client keeps crashing, and your Real Life client is expecting that paper in 8 hours.

Is it a midlife crisis? If we abdicate, will we have missed the opportunity of a lifetime?

About a year ago, I shared my feelings of burnout and my inability to satisfy everyone’s expectations with my virtual sister Tayzia Abattoir. My own little success had become a monster that was eating me alive. Tay, who rezzed in 2005 and has seen many friends go and also die, gave me two sage pieces of advice:

* Set yourself to "busy" most of the time (particularly good advice if you lead a very public life).

* Don’t “quit.” Just leave if you have to for a month or two. Second Life will still be here when you come back. Tayzia was right.

A few more thoughts:

* Go to edit > preferences > communication and set your IMs to go to email. Encourage people to communicate with you via email so that you can handle their requests or information at your own pace.

* Give yourself a break and realize that you don’t have to answer every IM as if it is a house on fire. Think of it simply as if someone is adding a file to your in-box.

* State your preferences and limitations everywhere possible: in your profile, your notecards, your profile picks, your blog, and all your social networking sites. Then, if people choose to ignore them, it’s their own damn fault. You can’t please everyone all the time.

* On his blog, ArminasX Saiman wrote about his fatigue and an unexpected resurrection when he shared the story of how a simple animation and his willingness to surrender to it RESET his view on things. Surrender to the fun again.

Speaking for myself, I need to find ways to cut myself more slack and reset my own Second Life. I need to stay focused on the big things and stop letting the many distractions steal my energy and love for what I do. As for my friend who wrote to say that SL was killing them? I shared Tayzia’s advice but added one more thought. “If it really is killing you, it’s not worth it. You deserve better.”

I also have to admit that I need all the advice I can get in this regard. Balance is something I'm not good at. How have you rebuilt the fire of your passion? How do you cope?

Tuesday, September 9, 2008

Quadropop Tree's artist community

The Quadrapop Tree sim is the tangible expression of a vision that quadrapop Lane and CaptainCrunch Hax had to build an artists' community where "everything an artist/scripter/builder/performer might need (is) in one sim."

The pair are offering rental parcels for builders to have a homebase "but also somewhere to rez their builds in peace if they choose," says quadrapop. Residents will also have access to a private group-only sand box for prim-heavy builds, as well as allocated prims at the community's commercial space, and a Gallery. Regular seminars "on all things to do with building as well as discussions and displays on art/culture within Second Life®" will also be an important part of life on Quadrapop Tree.

"Part of our vision was a more cohesive image on the ground - none of the mish-mash of styles one often sees, even on private estates, but to also avoid the recreation of yet another Real Life space," said quadrapop. "Thus the alien planet feel of the current landscape. If you have read Iain M Bank's Culture novels, you will have some idea of the universe in which this landscape might be found."





Teleport directly from here.

Monday, June 9, 2008

Kudos, Studio Wikitecture - Winner of the 2007 AMD Open Architecture Network Challenge's Founders Award

Our very own Keystone Bouchard (aka Jon Brouchard) continues to trailblaze. He and his team at Studio Wikitecture - a group he co-founded on the principles of Web 2.0-based architectural collaboration methodologies - have taken the Open Architecture Network's Founders Award for their entry and design of the Nyaya Tele-Medicine facility in Western Nepal. The goal was to design a wired medical clinic in the Himalayan foothills that will connect 250,000 people to doctors around the world via the Internet.

Why did you decide to enter this when there is no cash award?
Keystone Bouchard: Since the 'Open Architecture Network' mission is all about open sourcing architecture for humanitarian purposes, we thought it would be a perfect opportunity to submit an entry for this competition, composed in the same collaborative and open-source fashion.

The bottom line: this is about connecting architecture and technology with communities in need. As Turk Pipkin points out in this video, the winners don't actually win a prize; rather, they win an opportunity to help change the world.



Here's a time lapse video of Studio Wikitecture's evolving design:



The Wiki-Tree is a version tracking system that - instead of tracking text documents in a linear history like Wikipedia - tracks versions of 3-dimensional models and saves them within a continually evolving 3-dimensional digital tree 'canopy'. Like Wikipedia, this 3D-Wiki allows a loose, self-organized group of contributors to share ideas, edit the contributions of others, and vote on which design iterations should be considered for further refinement.

What's next, Keystone?
Keystone Bouchard: Our top priority, at this point, is to build more awareness of Wikitecture's potential, recruit more 'Wikitects' and find our next project. Ideally, we would like to take on a paid project that will actually be built in Real Life, but we are open to other possibilities as well. We still have a lot to learn, but we have gathered a tremendous amount of qualified and diverse talent within the Wikitecture community from around the world, and are confident we can meet or exceed the level of service offered by a traditional architectural practice model.

We're also hoping to find some investment, financing or sponsorship to help develop the Wikitecture technology into Phase 2. We have a long list of improvements we want to make, but primarily we need to simplify the interface and improve the web-side technology.

The competition was announced at the 2007 TED Conference and launched at the 2007 World Economic Forum in Africa in June.