I once loved Second Life. So many science demonstrations (NASA, NOAA, and many museums setup virtual campuses there that are still amazing), gatherings, museums, and educational experiences that only a virtual world can provide. Then it became a ghost town (with some mostly-NSFW exceptions). The problem is that SL is closed source. I once tried to run a virtual field trip with 10 kids to show them around, but Linden…
There is opensim[1], which is used to run thousands of similar 3d worlds (shameless plug[2]), and the upcoming open source highfidelity platform [3]. 1. http://opensimulator.org 2. http://opensimworld.com 3. http://highfidelity.io
Fans of Second Life Hope to Bring VR Back to the Classroom
41–49 of 49 posts
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#42Earlier quoted context omitted.
There is opensim[1], which is used to run thousands of similar 3d worlds (shameless plug[2]), and the upcoming open source highfidelity platform [3]. 1. http://opensimulator.org 2. http://opensimworld.com 3. http://highfidelity.io
Did OS/Hypergrid ever solve the avatar/inventory issues? I haven't followed SL/OS for the last few years so my information is probably out-of-date but when I last used it, it was still a hit-and-miss experience.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#43But there's kind of a weird thing about Second Life and VR and video games. Video games have really filled the virtual reality space without being called virtual reality.
For example, the detailed simulation of Los Angeles in GTA 5 or the details and immersive story in The Witcher 3. It isn't usually called virtual reality and doesn't usually involve HMDs, but these types of games are largely what people were thinking of when they started talking about VR many years ago.
Now there are things like GMod (Garry's Mod), Minecraft, Space Engineers, Scrap Mechanic etc. that allow you to satisfying your virtual reality engineering itch with component-based development i.e. snapping things together, which is just much more practical, efficient, and just easier for people who are trying to entertain themselves than doing a bunch of scripting in OpenSim/SL/OpenCroquet/High Fidelity/etc.
Look at the first person perspective in the Mirror's Edge series. Its a very cyperbunk-type vision along the lines of early VR concepts.
Anyway long story short, VR is a massive business, they just call it "gaming" and we don't bother wearing HMDs.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#44I once loved Second Life. So many science demonstrations (NASA, NOAA, and many museums setup virtual campuses there that are still amazing), gatherings, museums, and educational experiences that only a virtual world can provide. Then it became a ghost town (with some mostly-NSFW exceptions). The problem is that SL is closed source. I once tried to run a virtual field trip with 10 kids to show them around, but Linden…
I played with SL for about a week in 2005 before deciding that paying Linden Labs for the privilege of producing content for them was a fool's game.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#45Earlier quoted context omitted.
really? I frequently video conference to places will 11 hour time differences, and I am constantly amazed how well it works. I am pretty sure 10 years ago this wasn't practical.
I did a Hangout a few weeks ago from Europe to a startup in TX. At least on my end I was on a 1Gbps fat academic ISP; can't speak for the other guy, but he was in his office. Still, voice and video quality was poor and we had to restart everything once. Also have had many poor quality video conferences on Lync/Skype for Business where all participants have been on the same fat academic ISP.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#46Earlier quoted context omitted.
I played with SL for about a week in 2005 before deciding that paying Linden Labs for the privilege of producing content for them was a fool's game.
You realize the content is more produced for the other users, right? You maintain your copyright, and literally fortunes have been made in SL by selling virtual goods.
Linden Labs could, at any time, change the terms of service such that you must license all "your" assets in a particular way to keep them live on the servers.
The fortunes are few and far between, and largely the result of a negative-sum game with other users. You cannot take more out than other users pay in, minus the Linden tax. The house always wins, yet only about 5000 users have even profited as much as $10.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#47Earlier quoted context omitted.
You realize the content is more produced for the other users, right? You maintain your copyright, and literally fortunes have been made in SL by selling virtual goods.
...inside the captive environment maintained exclusively by Linden Labs. They may make noise about copyright, but the creator of the data does not have the same level of control over it as I might have over a book or music recording that I produce myself. Linden Labs could, at any time, change the terms of service such that you must license all "your" assets in a particular way to keep them live on the servers. The f…
How do you figure? If you take a music recording and want to put it out there on iTunes or Spotify, you have to license it to the company so they can do the thing you're asking them to do!
If you want to sell 3d models, textures, and code, you can do that on your own website right now. If you want to put that content up on Second Life (or literally any other third party), you're going to have to give them the rights to do so.
I'm also curious about the source on that 5K/$10 number. I'm a mediocre scripter, and made about $100 there on a small gadget that translates text based on a popular webcomic series.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#48Earlier quoted context omitted.
...inside the captive environment maintained exclusively by Linden Labs. They may make noise about copyright, but the creator of the data does not have the same level of control over it as I might have over a book or music recording that I produce myself. Linden Labs could, at any time, change the terms of service such that you must license all "your" assets in a particular way to keep them live on the servers. The f…
The creator of the data does not have the same level of control over it as I might have over a book or music recording that I produce myself. How do you figure? If you take a music recording and want to put it out there on iTunes or Spotify, you have to license it to the company so they can do the thing you're asking them to do! If you want to sell 3d models, textures, and code, you can do that on your own website ri…
http://abcnews.go.com/Technology/story?id=3527537&page=1
https://en.wikipedia.org/wiki/Economy_of_Second_Life
https://www.technologyreview.com/s/408413/making-money-in-se...
http://www.washingtonpost.com/wp-dyn/content/article/2010/03...
You can put your music recording on both iTunes and Spotify, or neither. Or BandCamp and SoundCloud and your own CDs. If you don't like the terms of service, you can distribute your stuff by other channels.
When you're producing content in SL, for SL, it's like you're writing sheet music for the Gronxophone, which is a trademarked, patented instrument that only one person on Earth can play. If you don't like the terms, tough.
Re: Fans of Second Life Hope to Bring VR Back to the Classroom
#49I once loved Second Life. So many science demonstrations (NASA, NOAA, and many museums setup virtual campuses there that are still amazing), gatherings, museums, and educational experiences that only a virtual world can provide. Then it became a ghost town (with some mostly-NSFW exceptions). The problem is that SL is closed source. I once tried to run a virtual field trip with 10 kids to show them around, but Linden…
High Fidelity is supposed to be that open replacement: https://highfidelity.io/ The problem I've run into is that it runs worse on my brand-new computer than Second Life ever did, and that's even on the mostly-empty demo areas they have.