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Eastern European nation Estonia has opened an official embassy in Second Life.
Estonia for those not aware of the country is a former Soviet Republic that this year is celebrating 90th anniversary of its initial independence, before it was invaded and occupied by the Soviet Union in 1940. It’s bordered by Russia to its East and Latvia to the South, and became a member of the European Union in 2004, the same year it became an American ally by joining NATO.
Estonia established an embassy in Second Life on the basis that Second Life was as progressive as its own society. The goals of the embassy are to promote Estonia among small groups of professional individuals by hosting discussions and lectures with people who not be able to travel to Estonia, and perhaps more interestingly, to act as a conduit for information to countries where Estonia has no representation (literally a virtual embassy).
The embassy itself is an interesting build that’s hard to describe in words. The post-modernist architecture hosts a variety of levels that includes art work and meeting spaces. During my time at the embassy I was impressed to note that it was manned by a “Estonia Republic” representative. I didn’t ask for a visa or particular information about Estonia, but I’m sure that I could have.
The embassy can be visited here (SLURL).
In related news, those keen on the environment can participate in a virtual Bali conference, the current major conference being held to discuss the post Kyoto environmental treaty. The space is hosted by the Nature Publishing Group and includes speakers such as Tara LaForce of Imperial College in London, Simon Buckle of the Grantham Institute for Climate Change and George Monbiot, British enviro-nazi and enemy of Jeremy Clarkson of Top Gear fame. Those interested can TP directly to the NPG island here (SLURL)
The news zone, where a traditional Estonian “Eesti hagija” dog welcomes you to the Embassy

The architecture is hard to place

Estonian Artwork

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I had the opportunity today to catch up with Chris Collins, the “Technical Assistant to the CEO” at Linden Lab, the makers of Second Life. A Commerce graduate from the University of Western Australia he started in tech, then like many locals (Vibe Capital, Mig33) headed off overseas. After working on his own startup 3 years ago in the Valley he fell in love with Second Life and landed a job as a Business Analyst with Linden Lab. More recently he took up the Technical Assistant to the CEO role, an interesting position in that it’s essentially an executive in training position. Collins shadows Linden Lab CEO Phillip Rosedale at all meetings and functions, and is also directly responsible for Lindex Exchange, the Linden Dollar to US Dollar currency service for Second Life. At the end of the position (6-9mths) he will then take up an executive role with Linden Lab.
The following from my notes of the interview, the answers may be paraphrased at times but the core answers are per my notes. I’d hoped to record it but the initial Skype call was unusable.
DR: There’s been a lot of talk about open source in virtual worlds, with talk of everything from virtual world interoperability, open standards and web based browsing. What’s Linden Lab doing to open up its doors?
CC: Firstly we’ve opened up our client. As a direct result of this we are seeing new and innovative ways of connecting to Second Life. There are already a number of browser based clients in development, and more recently we saw a custom browser built specifically for the CSI:NY program. We’ve also started to provide API’s that hook into Second Life; registration is one area that provides Second Life registration capabilities to other sites, for example Telstra in Australia now provides registration from its Bigpond/ SL page.
DR: What about the Second Life world itself? Obviously the sale of server space is the bread and butter of Linden Lab’s business model; will you consider opening this up as well in future?
CC: Eventually we want to open up everything, every aspect of Second Life, but it’s a massive undertaking and it’s not something we can do overnight.
DR: Talking of servers, there has been rumors that we might start seeing Second Life game servers in other countries, specifically there was a rumor that Telstra in Australia would be hosting them. True or not true?
CC: We currently have around 6000 servers and they are all based in the United States. We are aware of the lag caused by people connecting from a distance, so we are looking at placing servers in other countries.
DR: stability is an ongoing problem for users of Second Life, and lately this seems to have gotten worse. Why? and what’s Linden Lab doing about it
CC: Our biggest focus at the moment is on stability and scalability. We’ve undergone incredible growth over the last 6 months and this has presented a huge challenge for Linden Lab. Stability is the key. Second Life and our backend is entirely unique so there is nothing else like it so it’s not a something that has a simple solution.
DR: We’ve seen companies such as IBM, Cisco and others use Second Life as a virtual meetspace, holding events, virtual recruiting etc.. and yet it’s always struck me as odd that a sim in Second Life can only handle 50-60 people at a time. What’s Linden Lab doing to address this aspect of the Second Life experience?
CC: We’re currently exploring ways of increasing concurrency on a server. This is related to our overall goals of stability and scalability, and like them Second Life in unique so it’s not easy to just provide it.
DR: Second Life has had its fair share of headlines this year for the wrong reasons. Gambling and age play come to mind. You’ve cracked down on gambling, but still there are stories relating age play in the press. What’s Linden Lab doing?
CC: Linden Lab has always had a policy against any activity in Second Life that is illegal. Linden Lab’s has cooperated and is cooperating with authorities in a number of countries.
DR: Someone once said to me that Second Life’s biggest strength is also its biggest weakness, and that’s Linden Lab’s libertarian hands-off governance of in-world activity. Only in the last week has there has been yet another attack on Second Life financial institutions with L$3m reportedly stolen from one bank. Griefing is also on the rise, and has been known to interrupt many a meeting. Will Linden Lab step in, and if not, why not?
CC: We don’t encourage this sort of activity and we do have ways to reporting it. We’ve recently improved our community department who is able to deal with complaints of this nature. We are also going to introduce tighter registration requirements
DR: Are you able to elaborate on the registration requirements: credit card, drivers license, something like that?
CC: We have users in over 100 different countries and each country has different forms of identification. We’re still working on the best way of implementing verification that is inclusive of all legitimate signups no matter where they live.
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Linden Lab released the WindLight First Look Second Life client Wednesday, the first serious release of Second Life that incorporates the technology Linden Lab acquired when it took over Windward Mark Interactive in May.
We noted at the time of the acquisition that the technology would bring “better clouds and wind” to Second Life, but this was in retrospect an understatement. Having tested the new client, it not only brings photo realistic clouds to Second Life, it also introduces realistic water, and more importantly far improved shadow and time related graphical representations.
One of the most common criticisms of Second Life is that the in-world 3D rendering is poor; I’ve been supportive of the concept of the Second Life metaverse in the past, but I’ve always thought we were seeing the 1.0 version of a virtual world without having yet seen the 2.0 version, or the really amazing universally accepted virtual world that will gain much wider acceptance. Windlight takes Second Life to about 1.8. The same user generated buildings are still there, but suddenly they have been improved by their environmental surroundings. Water ripples with the reflection of surrounding buildings while a sunset casts realistic shadows and lighting on the buildings below.
The client is rated “first look” which translates to Alpha release, so it’s far from perfect. Testing on a MacPro resulted in regular crashes, although it was stable on a Macbook Pro. Second Life fans and observers can download the client here.
The photos below don’t capture the full effect, you need to download the client and fly around for that, but they do demonstrate some of the visual improvements with the new client.
Daytime:

Sunset

Sunrise

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Linden Lab’s Second Life has seen its fair share of controversies in the past; an FBI investigation led to a shut down of inworld casinos, some media reports suggested that Second Life may be being used as a training area for terrorists, and in July there was suggestion that Bestiality may be driven out of the metaverse by a crackdown under a new TOS that banned “Broadly Offensive” behaviour.
UK authorities may soon be entering Second Life as part of a crack down on virtual pedophilia following the above report being shown on Sky News.
The report investigates an area in Second Life called “Wonderland” where users dressed as children offer virtual prostitution in a space designed to mimic a kids playground.
Someone recently said to me at a conference that Second Life’s greatest strength is also its greatest weakness: pure uncensored freedom; they are completely right. No self respecting person could argue that the staging of virtual pedophilia is anything but sick and should have no place within Second Life, and yet libertarian governance has been the key driver of the Second Life success story . The whole thing is yet another tarnish on a space where some really great things are happening, a space that is slowly finding a much wider acceptance in the broader community. The quicker Linden Lab cracks down on these sickos, the better for the many Second Life fans out there who preach the Second Life gospel where ever they go.
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The episode will see Mac Taylor (Gary Sinise) entering Second Life to pursue a killer who has killed a Second Life user in a case of virtual stalking gone too far.
CSI:NY fans will be encouraged to join Second Life and investigate the case by following a link on the CBS website. CSI:NY will have three options for CSI-related inworld activities. The first option will allow viewers to walk around virtual New York buildings and visit a CSI lab and play forensic games.
The second option consists of a game called “Murder by Zuiker,” a unique murder plot which can be solved by users finding clues. The 100 people who come closest to solving the murder will win virtual gifts.
The big tie-in gives new users the ability to become CSI investigators, complete with field kit and tools, and are given a chance to interview suspects and to solve the murder featured in the actual CSI:NY episode. The episode itself will apparently end in a cliff-hanger with the solution not revealed until February.
The CSI:NY episode also sees the launch of the Electric Sheep Company’s OnRez Second Life client, the first major independent Second Life client launched since Linden Lab moved to provide open access to their virtual world in January.
Some reports suggest that Second Life could see one million new user signups following the CSI:NY episode going to air, however it will be more interesting to see how many of the new users will stick around.
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We’ve been rather harsh in our coverage of Second Life in the past, the sad truth being that this year Second Life has provided a range of tabloid fodder that we’ve seen fit to print.
Of late our coverage has started to change. The initial rush of “build it and they’ll come” corporatism has given way to something with more useful substance. Companies including IBM, Cisco and Amazon are now using Second Life as a corporate collaboration space, and conferences such as the Metanomics Series are bringing serious discussions on the benefits of virtual worlds to the virtual space.
Voice came to Second Life in early August, and although it wasn’t widely popular, particularly with old-time Second Life users, it radically changed Second Life in terms of functionality.
Lately I’ve discovered the benefits of voice in Second Life in its ability to be used as a spontaneous web meetup space. Last Saturday night I noticed that Australia’s answer to Robert Scoble (in a good way) Microsoft’s Nick Hodge was in Second Life chatting to The Podcast Network’s Cameron Reilly via Twitter. I jumped into Second Life to join the conversation, making it the three of us. I Twittered my presence and provided a link. Within 30 minutes three had blown out to around 15 people, or 20 different people over 3 hours. With voice in Second Life we discussed a variety of topics, from Second Life itself, to Web 2.0, politics and the environment.
The natural comparison is to the conference facility on Skype, but as a long term Skype user who built a startup that relied on Skype I’ve long known that any more than 4-5 people on a Skype conference call is a recipe for unusable. Second Life on the other hand never skipped a beat at 15-20 people. The visualizations and point of reference speech (SL delivers audio from the point of reference, so if the avatar is to your left you hear the voice from the left of your headset) made for a workable meetspace.
The ability to join and discuss anything in Second Life delivers something between a Barcamp or Podcamp, and a discussion at your local bar (or pub) amongst friends. I’ve read elsewhere suggestions that people who spend time in Second Life are sad; to that I can only respond: married with children. Whilst my wife was catching the latest episodes of America’s Next Top Model (streamed over the home network on a Zensonic Z500…which is probably pretty geeky) and my son was asleep I participated in a virtual recreation of many a good blog meetup or barcamp, and better still it was spontaneous. Over time more will see these benefits in Second Life and other virtual worlds as a useful meetspace. No longer is it necessary to hold a discussion in person in a real world meeting venue when you can have the same discussion via Second Life, at no cost and with virtual reach.
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IBM and Linden Lab (the company behind Second Life) will announce a new partnership at the Virtual Worlds Conference in San Jose today that will focus on virtual world interoperability.
The initial focus of the joint effort will be the ability to allow users to use a single virtual persona (or Avatar) across multiple virtual platforms, with seamless interworld transactions to be considered later.
Discussions and efforts surrounding standards and interoperability are in vogue this year, as the marketplace for virtual worlds has matured. Chinese Second Life clone HiPiHi announced its intention to lead a push towards standards based virtual worlds in August, and TechCrunch 40 presenting company Metaplace offers interoperability between user generated worlds on its DIY virtual world platform.
IBM has been highly active in the virtual worlds space, both as a user of platforms such as Second Life as a conference and business communications tool, and as a creator with its Active Worlds chat platform. IBM’s Italian employee’s went on strike within Second Life in late September.
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The second session of the Metanomics Conference was held in Second Life today (see our previous coverage here) and I had the pleasure of attending.
Guest speaker for today’s session was Sandra Kearney, IBM’s head of 3D Development. Kearney spoke from Sage Hall, Cornell in front of live audience, with a live stream being delivered to both Second Life and IBM’s Active Worlds chat platform.
One of the inherent problems with Second Life today is the limitations on attendance; an entire island or sim (Second Life for server) can only handle a maximum of approximately 78 users at one time. Conference attendees could participate at two locations in Second Life, but it was a first in, best dressed affair, so to attend I had to teleport in 45 minutes before the conference session started. 30 minutes prior to start and the main conference facility of Metaversed Island was at capacity, and unlike a TechCrunch 40 conference, you couldn’t sneak into the back of the room and stand against a wall; once full users simply couldn’t teleport into the facility.

The conference location itself mimicked a real life conference: chairs, lectern, stage and video screen.
The discussion itself was interesting to those following the virtual world space as it focused on the evolving role of virtual worlds and covered the move towards open source and interoperable virtual worlds. Metaplace, a TechCrunch 40 presenter has launched a product that is promising to provide interoperability, and Chinese Second Life clone HipiHo is currently attempting to form an industry working group to work on standards to allow this. Linden Lab has also been making noises in this direction for some time.
From a viewing perspective, it was not unlike a regular conference; the video quality on the live stream from Cornell was watchable and participating in the session live provides a superior experience to watching the recorded video of the event later.
The first question from the audience came from me and I asked Kearney what she thought of Paul Twomey’s suggestion that the future of global commerce is in virtual worlds. She didn’t agree, saying that ultimately nothing will replace face to face, however there was scope for virtual worlds to provide an alternative when face to face isn’t an option.
Overall I think the format works. IBM is already holding meetings and doing other staff/ communications activities in Second Life, and others are including Cisco and Amazon are also using Second Life for business meetings. It won’t replace a top end teleconference setup, but it works as a more affordable alternative.
A short video clip below show the layout of the conference. I couldn’t voice over it and run the audio from the presentation at the same time, so there was some one speaking during the clip, even if it’s not recorded.
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Ohio based BidSL launched Friday with a product that offers eBay style auctions in Second Life
BidSL allows any Second Life resident to put an item up for auction by renting an available auction device. The user can choose the number of days that the auction will run, and set a minimum bid as well. Items offered can be both virtual items (Second Life goods) or real world items.
The cost of running an auction is charged at a set rate usually around L$1-5, and sellers do not pay a percentage of the sale.
To place a bid on the item, a bidder right-clicks and pays the auction device the amount they wish to bid. If the person is outbid, the amount paid for the earlier bid is instantly refunded.
BidSL also offers a franchise program that offers the franchisee the “full use of the BidSL resources, benefit of our advertising/marketing campaigns, and complete technical assistance and advice.” The franchisee is given a capable auction unit, logo and advertising materials, and even a copy of the BidSL building if they desire. BidSL in return asks for 5% (or a minimum of L$1) of the rent received from the auction units.
I wasn’t online for their official launch at Metaversed’s First Friday, but I did get a chance to tour the facility. It’s new, so there isn’t much to look at, unless you’re in the market for a cross bred unicorn. See the video below. I can’t see millions flocking to use the service, but in a long tail economy it will likely find fans.
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The online virtual economy is not only doing wonders for the bottom lines of some startups. Charities are winning as well. The American Cancer Society has announced it raised over $115,000 (L$32 million) this year for its third annual virtual “Relay for Life” in Second Life. The relay was originally started in 2005 when some Second Life residents approached the organization with the idea. This year’s virtual relay (July 28th-29th) greatly surpassed the organization’s original $75,000 funding goal, up from $41,000 raised on 2006.
So how exactly does a virtual relay work? Much like its real-world counterpart, the virtual relay is a cooperative all night relay around a track. However, the virtual event has the added benefit of being more accessible than the all night real world relay with some whimsical scenery. Like the traditional event, donations were either solicited before the run started or through a variety of games played on the track. Over 1,700 people participated worldwide.
This year’s custom-built track was inspired by action-adventure films. The track featured a variety of scene,s including a graveyard, forest complete with bandits, water slide, and an underwater length of the track. You can see Flickr stream of them here (photo credit).
Readers interested in more Second Life non profits should check out NPSL.
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OK, so sensationalistic headlines targeted at Second Life are so last week; from FBI related gambling bans to animal sex, we’ve seen a lot. Now there are allegations being printed by News Corp in Australia that suggest that the next major terrorist attack on a Western country could be being planned in Second Life, and yes, as can be seen in the picture to the right, 9/11 is being used as a reference point as well.
The report describes in detail various griefer operations as being terrorist attacks and goes on to say that:
On the darker side, there are also weapons armouries in SL where people can get access to guns, including automatic weapons and AK47s. Searches of the SL website show there are three jihadi terrorists registered and two elite jihadist terrorist groups.
The fear factor is so thick, it can’t be easily paraphrased
With the game taking such a sinister turn, terrorism experts are warning that SL attacks have ramifications for the real world. Just as September 11 terrorists practised flying planes on simulators in preparation for their deadly assault on US buildings, law enforcement agencies believe some of those behind the Second Life attacks are home-grown Australian jihadists who are rehearsing for strikes against real targets. Terrorist organisations al-Qaeda and Jemaah Islamiah traditionally sent potential jihadists to train in military camps in Pakistan, Afghanistan and Southeast Asia. But due to increased surveillance and intelligence-gathering, they are swapping some military training to online camps to evade detection and avoid prosecution.
The terrorists must get broadband in their caves now.
Rohan Gunaratna, author of Inside al-Qaeda, says it is a new phenomena that, until now, has not been openly discussed outside the intelligence community….”They are rehearsing their operations in Second Life because they don’t have the opportunity to rehearse in the real world”
Be alert, but not alarmed
“Community representatives are relied on to report suspicious or inappropriate behaviour to the owners or the SL authorities, just as in the real world.”
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An ongoing investigation by the FBI into gambling in Second Life is believed to be directly related to Linden Lab’s sudden decision to ban all forms of gambling on Second Life.
The FBI investigation commenced in April and was considering the legality of online gambling within the virtual world. The US Government prohibits most forms of online gambling.
It was unclear at the time of writing whether the FBI would take the matter further, including the possible arrest of Linden Lab directors or the prosecution of individual users.
Casinos and gambling have been a prominent part of the Second Life metaverse over the last 2-3 years. Linden Lab will take a financial hit from the decision as casino owners cancel virtual land ownership agreements; top tier casinos contribute large sums in monthly fees to Linden Lab.
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Depending on who you listen to, virtual worlds are the new black. Second Life needs no introduction and yesterday rumors surfaced that Sony was in talks to acquire Club Penguin for $500+ million.
To date there are two leading online spaces. World of Warcraft has been an unrivaled success, bringing Dungeon and Dragons style fantasy role playing to an audience in excess of 8 million. At the opposing end is Second Life with its embrace of capitalism and intellectual property rights.
What happened if you combined both?
Enter Entropia Universe.
Set in a Sci-Fi future players assume the roles of colonists who must develop the untamed planet of Calypso. Game play is open across a number of different fields. Players who prefer a World of Warcraft style experience can undertake quests and join in groups to hunt and fight monsters. Mining is an option for those who don’t like swinging a sword. Moving towards a more Second Life experience, players are able to own and run shops, manufacture goods, own land and build on that land, as well as being able to trade, buy, sell and create goods and services.
The addition that makes Entropia Universe a direct competitor to Second Life though is money. Like Second Life, the in-world currency in Entropia Universe can be converted to US dollars. Unlike the Linden dollar that continues to decline in value, the Entropia Universe PED can be traded at a fixed exchange rate of 10 PED to $1 USD.
Players are able to buy PED’s to use in-world or can transfer PED’s made in-world, out.
But there’s more to Entropia Universe than just the ability to transfer cash in and out. A MasterCard branded ATM Cash Card is available to players which allow direct withdrawal of funds earned in-world. Banking is also taken seriously, unlike the unregulated wild west of Second Life with it’s various in-world ponzi schemes. Entropia Universe recently sold 5 banking licenses for the amazing sum of $404,000 USD.

It all sounds great on paper, but how does it actually play?
Signing up is free, though personal details are not optional. Whilst you could probably enter false information, Entropia Universe does want to know who you are.
If Entropia Universe was to be judged alone on its installation procedures, there would be a lot less than the over 500,000 registered users. It’s awful. The Windows only client is over 1GB in size and can only be downloaded from the one server using FTP. If you eventually mange to connect to the server, and it took me a several hours, you then have to wait an awfully long time for the download. Best I could get initially on a 2mb Cable connection was 20kbs download speed with an estimated time to download of 17 hours! In part it could have been a timing issue. I tried to download during the middle of the day European time (where the company is located). TechCrunch writer Nick Gonzalez reported a 4 hour download from the US during the European night.
A full sleep later I finally had it.
Login is simple although settings should be watched. I had regular issues staying connected until I dropped by internet speed settings to a much lower figure than my actual internet speed.
Users/ players must setup an avatar with a bewildering array of options. Entropia Universe claims that they have the best avatars in the business and it’s a fair claim. Much nicer looking than Second Life with more customization options than you’ll probably ever want to use.
In-world is good. I wouldn’t call it excellent but it’s definitely a slicker look and feel than Second Life. Moving around is easy enough, and once short-cuts and mouse options are learnt it’s a pleasurable interface to use.
I took a tour of Calypso Island and teleported to a number of other locations as well. The non-user created areas look professional, but in some ways, compared to Second Life, it felt a little boring. Second Life would have to be 99% ugly but it’s the raw passion of the user generated buildings that give it appeal.
The graphics engine behind Entropia Universe purrs. Even with relatively low settings the experience was seamless, and despite entering areas with large gatherings of people there were zero lag issues, a constant negative in Second Life.
I’d need to spend more time in-world to get a better feeling for all the possibilities Entropia Universe provides. You can’t fly around and teleport at will in Entropia Universe like you can in Second Life so things do take a bit longer, and yet flying is not a feature you come to expect in virtual worlds if you’re not an existing Second Life user.
Is Entropia Universe a better Second Life?
It depends on what you like. With a retention rate of 16% for Second Life amongst US users, it’s clear that many don’t enjoy what Second Life has to offer, despite the hype. One criticism I hear regularly about Second Life is that it’s aimless; it’s not a game so there is nothing really to do other than enjoy virtual sex and play Tringo. Now before I am shouted down by a legion of Second Life groupies, I do see Second Life’s appeal as a creative and social space, but not everyone wants to get online and build virtual strip clubs or interrupt interviews with flying penises.
Entropia Universe offers the best of both Second Life and World of Warcraft style virtual worlds. The creativity and capitalism of Second Life can be experienced along with solid game play and decent graphics. If they can fix the issues with downloading the client (hint: bittorrent) and you don’t mind downloading a 1gb file it’s definitely worth a look. If it builds members so the social aspect becomes stronger, we could well be looking at a better Second Life, and already one that will appeal to a much more broader audience.
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Formally announced during the week with funding of $12.5 million, Encyclopedia of Life aims to be an online reference source and database for every one of the 1.8 million species that are named and known on earth.
Encyclopedia of Life is a collaborative effort. Tens of thousands of citizen scientists with expertise around the world are responsible for the creation of content.
The Encyclopedia will be developed by bringing mashups of content from a wide variety of sources. This material will then be authenticated by scientists so that information listed is vetted and known to be authoritative. Data is then supplemented when and where new data is discovered in the field – from scientists across the globe – to ensure it stays current. Software tools will mine scientific literature in order to provide regular updates from external sources.
Encyclopedia of Life is being developed to serve as a comprehensive resource for everyone; scientist, teacher, student, media, any interested party. The Encyclopedia’s goal is to become a valuable learning and teaching resource for anyone who has an interest in life on Earth.
But is it better than Wikipedia?
Thomas Goetz writes at Epidemix that Wikipedia “sucks when it comes to Science topics”, not for being inaccurate, but unapproachable. “On science, there’s a oneupmanship going on, and a topic will be honed to an ever-greater level of expertise. That’s great for precision and depth, but horrible for the general user”.
Without seeing more than screen shots of ,the final product at Encyclopedia of Life it’s difficult to judge decisively whether the new comer will be superior to Wikipedia on Science, and yet it sounds far more approachable in terms of readability. Visually Encyclopedia of Life wins by a country mile.
Will Encyclopedia of Life be better than Wikipedia? Share your thoughts in the comments.
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If Web 2.0 is a bubble of hype, then surely Linden Lab’s Second Life is the shiniest bubble of them all. Companies from IBM, CNet, Reuters, American Apparel, Coldwell Banker and many more have established their presence in the metaverse, but a new study of Second Life finds that the expenditure may be wasted.
comScore reports that not only are there more Germans actively using Second Life than Americans, Europeans as a whole outnumber Americans by more that 3 to 1. The figures themselves look even worse than the ratios: only 207,000 people in the United States logged on to Second Life at least once in March. The statistics tracked unique users without considering frequency, so many of those visitors could have easily been one timers, signing up to a free account of the purpose of taking a look, never to return once confronted by sex clubs, casinos and flying male appendages.
It’s not all bad news for Linden Lab, European usage is on the rise with 777,000 active users in March, up 32% across Europe from January, 70% in Germany and 53% in France.
When you compare the billions of page views by millions of users at MySapce, to Second Life’s potential full unique user pool of 207,000 people across the same month, and then you consider that there is only a small chance they may visit your Second Life destination due to clunky in-world search and a smorgasbord of competing choices, the value proposition just doesn’t add up for US based business.
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High profile virtual reality game Second Life reported today that one of its databases containing unencrypted user information was breached two days ago. The company confirmed that this is the first time user data has been breached since the service opened for public use in 2003. The database did not include customer credit card numbers, a requirement to register for the game (correction, that’s not the case anymore), as they were kept in a different database. The breached database did include unencrypted names and addresses, and the encrypted passwords and encrypted payment information of all Second Life users.
A company representative wouldn’t tell me whether behavioral or attention data tied to users was exposed in the breach, but did say that to the best of their knowledge none of that data had been captured. Such data could include information about embarrassing activities in Second Life that users may not like to have tied to their real life selves. There’s a lot of very cool things that go on in Second Life, but there’s also a lot of sex and gambling. Update: Vladimir Cole at AOL’s gamer blog, Joystiq, a better authority on the particulars here than me - concurs (emphasis mine). “To put a finer point on it,” he writes, “what happens when archived MMOG chat logs are breached? It’s going to be ugly, like AOL ugly: ‘I swear honey, that Furry [avatar] meant nothing to me. It was totally just research for my new book. I’ll sell the teledildonics equipment on eBay first thing tomorrow.’”
Virtual worlds are big, they’re going to get bigger, and we should be demanding protection of user data from those worlds now. There’s already one politician said to be a possible US Presidential contender campaigning in Second Life, you can participate in American Cancer Society fund raisers, hang with the American Library Association or participate in substantial daily commerce. There are major corporations launching advertising initiatives in Second Life and consultancies forming to facilitate such activities. Acts of violence in a game that prohibits it are being reported with increasing frequency. This is serious stuff.
Apparently our Second Lives aren’t as separate from the rest of the world as we might have liked to think. Obviously no company is immune from such security attacks, but there’s something about the supposed freedom from consequences in Second Life that this calls into question. It’s been a rough week for privacy, considering the Facebook explosion, Craigslist sex baiting and HP spy scandal.
The security breach occurred on Wednesday and users were required to change their passwords at 9:30 am PST this morning. Mark Wallace at 3pointD writes, “Oddly, it seems that no notice was sent to users flagging the problem.”
One source told us that the entry into the database appears to have occurred via an exploit in Tikiwiki, a third party open source collaboration service that the company has since stopped using. The company was hesitant to disclose information about the breach, the data put at risk and the company’s architecture for fear that such information could make future exploits easier to perform.
Though far from the largest virtual reality game online, Second Life has gained loads of media attention (including the front cover of Business Week) because of the diversity of participants and the dynamic economic activity that goes on in the game. There are an estimated 3,000 users who make at least $20,000 per year from businesses in Second Life and the company’s founder recently said that between seven and eight million US dollars in real money changes hands each month in the game. Investors in Linden Lab, the company behind Second Life, include Amazon’s Jeff Bezos, eBay founder Pierre Omidyar and Globespan Capital Partners.

Though this wasn’t the first time a virtual reality game has been hacked and user data has been put at risk, it’s notable because of the number of nontraditional gamers who participate in Second Life and the discourse around it in particular as a symbol of online life to come. The number of registered Second Life users has doubled over the last two months.
Tags: Techcrunch, Web2.0, Secondlife, VR, gaming, security
Though a pile of recent mainstream media coverage and a Jeff Bezos round of investment may have turned many readers on to the virtual world of Second Life only recently, it (like many parts of the Web 2.0 world) is not entirely new. The virtual world is celebrating it’s third birthday starting today. According to the Second Life history wiki, the world’s creators Linden Lab took the project public on June 23rd, 2003.
At an exchange rate of roughly 250 Linden Dollars to the US Dollar, the Second Life economy offers as as many goods for sale as four Walmart stores. Linden Lab reports that the Second Life economy is on a pace to hit $60 million in user-to-user transactions this year and is growing at a rate of 15%. From the American Cancer Society to Wells Fargo Bank, a wide variety of organizations have opened virtual offices in Second Life.
Even TechCrunch is a part of the action. If you can’t make it in person to tomorrow night’s SuperNova Connected Innovators event, cohosted by TechCrunch and Yahoo!, you can join us at a Second Life simulcast from 6:00PM - 8:00PM PST.
Thanks to Wagner James Au for his excellent Second Life news coverage.
Tags: TechCrunch, Web2.0, SecondLife, SuperNova, LindenLabs