The four-day International Symposium on Mixed and Augmented Reality is about to kick off in a few hours in Orlando, Florida.
For openers, the Visual Media Lab at Israel's Ben Gurion University, together with the Human Interface Technology lab out of New Zealand, have made it possible for a user to sketch things, free-hand, and see them simulated in realtime 3D.
Sunday, October 18, 2009
The distance between virtual worlds and augmented reality is... evaporating
Posted by
Bettina Tizzy
at
6:42 PM
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Labels: augmented, reality, user-generated content, virtual worlds
Saturday, August 29, 2009
This is it! New virtual world Blue Mars rolls out Open Beta on Sept 2 - Plus, news for registered users

According to Jim Sink - recently promoted to CEO of Avatar Reality – the company will be taking its Open Beta of the 3D immersive virtual world and platform Blue Mars public on Wednesday, September 2 at 12:01am HST (Hawaiian Standard Time). The first weighty contender to Second Life® in the user-generated content category of virtual worlds, delivering dazzlingly realistic graphics and unprecedented physics, has been in Private Beta for less than a month, and open only to registered developers since June.
Jim shared that he’s been impressed with the number of people registering, and expects that the new features packaged in the significant update they are rolling out with the Open Beta will come as a pleasant surprise to those who have already participated. Moreover, he revealed that all Private Beta testers had been locked at the highest performance settings, but that the new version will soon allow for each user to make adjustments to their resolution.
To prepare for the Open Beta, Blue Mars will be shutting its servers down Monday, August 31, at 10am HST during which time the budding virtual world will be offline and their websites unavailable for several hours. All charter members who participated in the Private Beta – save registered developers – will have to register again on or after September 2. However, charter members will be able to log in immediately after registering, whereas all others will have to sign up and wait to receive an invite, unless, that is, they have a friend in Blue Mars. Each participant in the Private Beta will have the ability to invite up to 3 friends who will be given immediate access – after registration - via the charter member’s “my page,” on the Blue Mars website.
I spent a few hours exploring Blue Mars and also spoke with several Private Beta participants who often commented on the sparse interface – which apparently will change dramatically in the new version – and limited features, but always ended with, “but it’s so beautiful.” It most certainly is that. I’ve been lusting after the visual ecstasy afforded by CryTek’s game engine CryEngine 2 since I first laid eyes on it, but had no interest in playing the games that use it until now. For me, it will have to be a virtual world where user-generated content is enabled or nothing at all. The debate on this last point is heating up and it remains to be seen whether Second Life’s content creators will adapt to the Blue Mars’ off-world creation model, versus SL’s prims that empower even amateurs to build and manifest their creativity in Second Life.
Some folks like Rock Vacirca believe they will and others like Phaylen Fairchild think it's not possible. I'm still on the fence.
Aussie digital media consultant Skribe Forti has been cranking out video tutorials about Blue Mars
Jim’s most recent tweet informs us that he “just finished installing the new build of Blue Mars on my iMac,” and when I asked him about it, he said it was running “great,” and that "Just because CryEngine doesn’t run on OS X doesn’t mean that it’s a big deal to dual boot using Boot Camp,” Apple's free software that can boot Windows on your Mac natively.
That Blue Mars will deliver spectacular fidelity, physics and scalability that 6 year old Second Life might not ever be able to attain unless it's rebuilt from the ground up is not under discussion, but I can’t help but wonder if it will be able to catch up to the amazing content and growing user-base that SL’s residents have come to expect, along with the attending friendships and social, educational and business experiences.
Either way, I am welcoming Blue Mars with open arms. While I applaud the efforts of the open source OpenSim community and want to encourage them to move forward, I will never have enough options, and Blue Mars is exactly that: A very viable option.
See also:
July 31, 2009: More Blue Mars – The official roll-out dates (and some musings)
April 15, 2009: New answers and more questions regarding the upcoming virtual world Blue Mars
Posted by
Bettina Tizzy
at
12:36 PM
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Labels: Blue Mars, Boot Camp, CryEngine2, new virtual world, Second Life®, user-generated content
Friday, July 31, 2009
More Blue Mars – The official roll-out dates (and some musings)

Posted by Bettina Tizzy
I don’t think anyone expects it to be a Second Life® killer – hundreds of thousands of avatars have too much invested there in friendships, land, content and businesses already - but Blue Mars is the first solid contender to enter the skirmish for dominance in the user-generated content category of virtual worlds. And yes, I did just say user-generated content, but I’ll get to that in a moment.
Jim Sink, vice president of Hawaii-based Avatar Reality, the company that owns Blue Mars, shared with me last night that they plan on rolling out their first registrations to the “many, many thousands of players” on their waiting list on Monday, August 3, and open Beta for all is scheduled for August 31st. So this is it.
I reported on most known aspects of the coming free-to-play platform in depth three months ago but I’ve been giving it a great deal of thought since then. It has already won me over on several counts:
- Gorgeous and photorealistic graphics thanks to the ultimate game engine available today: CryEngine 2.
- Serious control over what enters your City. Three little words: No Flying Penises. Likewise unwanted scripts, “prims,” and inappropriately (or offensively) dressed avatars. These safety features and checks are boons to businesses, educators, event organizers, Role-Playing Games and advertisers.
- Deep control over your content. Since every item that is imported into Blue Mars gets an encrypted and dated watermark, IP dangers to creators such as copybot dissipate dramatically.
- Scalable to thousands of simultaneous users per region. - Can’t attend that Coldplay concert that’s taking place 3,000 miles away? Why not hear and see them stream live into Blue Mars?
- Marketers will be keen on the fact that player activity can be tracked and reported on in real-time.
- Using a CAD program plus Blue Mars’ import tool, you can bring in your 3D assets… an intriguing opportunity for anyone who wants to demo objects, large or small.
- A simplified and easy-to-use interface in the universal language of symbols.
Musings and mumblings on USER GENERATED CONTENT
Blue Mars loses important points in areas that are critical to me, not the least of which is the fact that amateur content creators will have no place there. On the surface, quality control isn’t a bad thing, but when I consider that so many – MOST! - of the creators I most appreciate in Second Life came from non-artistic backgrounds only to discover that they could make marvelous things, I begin to mourn the loss of that particular magic. On the other hand, and to be fair, I wonder what professional artists will begin to work in virtual worlds (that I can inhabit) because of this environment.
And I’m unhappy that my Mac friends can’t join me there unless they are using Boot Camp, and I want to fly everywhere, thank you very much. No bloody waiting at virtual bus stops for me!
I’m “iffy” on what sounds like extreme homogenization. While the robust safety and marketing features appeal to me, the endless variety and idiosyncrasies that I mostly find charming in Second Life will have no place in Blue Mars. Or will they? The funny thing is, it turns out that what I dislike about Second Life is also what I like about it. The ugly content makes me value the beauty all the more. But you know what? I bet Blue Mars will have its share of yucky, or mundane and mediocre bleah stuff, too. After all, just cause it’s pro doesn’t make it pretty, does it?
And here is something I really want to share with you…
Jim spoke about user-generated content in Blue Mars last night in such a persuasive way. He asserted that ANYBODY can be a registered developer. He stressed that Blue Mars’ tools are free and so are 3D model creation tools like Blender and Google Sketchup.
Hmmm. Nowadays, many leading Second Life content creators are working off-world and importing their sculpties already. And what’s more, it’s been almost a year since I spoke with Aminom Marvin about the next big thing in virtual worlds that support content creation: 3D mesh objects. We’ve been speculating and hoping that Linden Lab will introduce them later this year. Well, it is almost “later this year” now. So how is all this different from people working off-world and importing their content into Blue Mars? And why would we moan and groan about an environment that actually protects creators’ intellectual property in ways that Second Life is technologically incapable of? I have so very much to think about.
I’m thinking… I just may have to have a foot in both worlds. THREE LIVES. Oh boy.
Posted by
Bettina Tizzy
at
4:29 AM
15
comments
Labels: 3D mesh objects, amateur versus pro, Avatar Reality, Blue Mars, intellectual property, Jim Sink, Linden Lab, Second Life®, user-generated content, virtual worlds

