Tag Archives: metaverse

Second Life, 3D dildos and the intellectual property mindset inversion

Sven Johnson reports on intellectual property wranglings in Second Life for the latest instalment of Future Imperfect.

Future Imperfect - Sven Johnson

Second Life’s unique content creation tools have been its strongest unique selling point, resulting in a vigorous virtual economy. But there, just as in real life, intellectual property rights are a thorny issue – and there are signs that the social media masses are starting to change their attitude to content theft.
Continue reading Second Life, 3D dildos and the intellectual property mindset inversion

The Matter of Mind

It is always difficult to predict the next big revolution in science and technology. However it seems extremely likely that the scientific and technological history of the next thirty years will be dominated by discoveries and revelations about that most complex of organs: the human brain.

The latest discovery by researchers at Carnegie Mellon University in Pittsburgh reported in The Guardian concerns how words are encoded in the brain. The scientists have developed a device that can read a person’s mind from brain scans.

Once it has been trained on an individual subject’s thoughts, the computer model can analyse new brain scan images and work out which noun a person is thinking about – even with words that the model has never encountered before.

The model is based on the way nouns are associated in the brain with verbs such as see, hear, listen and taste. The research will inevitably raise fears that scientists could soon be able to read a person’s mind without them realising.

Unfortunately prospective telepaths are going to be disappointed: first because the device needs to be “trained” for each individual and secondly because the person as to be lying perfectly still in an MRI scanner.

According to one of the researchers, computer scientist Tom Mitchell:

“…the brain represents the meaning of a concrete noun in areas of the brain associated with how people sense it or manipulate it. The meaning of an apple, for instance, is represented in brain areas responsible for tasting, for smelling, for chewing. An apple is what you do with it. Our work is a small but important step in breaking the brain’s code.”

Meanwhile in Japan a paralysed man has been able to manipulate a virtual Internet character:mind

The patient, who has suffered paralysis for more than 30 years, can barely bend his fingers due to a progressive muscle disease so cannot use a mouse or keyboard in the traditional way.

In the experiment, he wore headgear with three electrodes monitoring brain waves related to his hands and legs. Even though he cannot move his legs, he imagined that his character was walking.

The potential in this research is mind-blowing. Imagine a video game controlled by thought. Imagine the educational opportunities of fully immersive and fully interactive virtual worlds. Many people already live a large part of their lives in virtual relities of one sort or another. And if they can respond to your merest thought they would become ever more compelling places.

[First story from The Guardian and PhysOrg][Second story from Physorg][image by Redvers]

Second Life not actually crawling with terrorists after all – who knew?

'Desu' griefing attack in Second LifeYou may remember us linking to an arm-waving FUD-hype article from Australia last year claiming that OMFG Secund Life iz training ground for terr’ists!!1!

Just in case you were still worried about that (and I’m sure it’s been keeping you awake at night just as much as it has me) a report from Mercyhurst College concludes we can breathe easily:

“Communication for planning a terror attack is unlikely to be a threat due to the paranoia, suspicion of monitoring, and existing channels of communication such as web forums that are more efficient. Bomb making, weapons training, and other advanced training exercises are unlikely to take place in SL due to the need for in-person, hands-on experience.”

I wonder how much that simple exercise in examining the platform and applying a little common sense cost? It would have been easier to simply round up a hundred SL users and ask them the same question … although in recent times I think you’d be hard pressed to find a hundred SL users who’d been able to log in with any degree of regularity, but that’s an answer in and of itself. [image by believekevin]

And seriously, come on – Islamic jihadists in the metaverse? What were they supposed to be training themselves to do, bombard decadent capitalists with swarms of animated penises? That’s about as plausible as, oh, I dunno, Nazis on the frickin’ moon.

Second Life enabling better US-Islam relations?

Second-Life-church While frequently dismissed as a frivolous diversion (which, to be fair, it is to some), Second Life has the potential to be much more than just “IRC with graphics”.

The technological uses are the most obvious, and already being investigated by companies like IBM; Second Life is an ideal environment for large-scale data visualisation, for example.

Recent mainstream media stories have suggested that Second Life is a haven for terrorist recruitment and money laundering. While the potential is arguably present (and the actuality overstated), the flip-side is that virtual worlds provide a space where more positive forms of cultural exchange can occur – like a Muslim investigative journalist being able to experience a service in a virtual synagogue. [Image by RykerBeck]

The cynic in me suggests that we will export our human propensity for divisiveness wherever we go, be it into outer space or the inner space of the metaverse. But perhaps the lower barriers in virtual worlds will make it easier to overcome the old hatreds … by allowing us to see “behind the veil”, to coin a phrase.

Mixed-reality Manchester – Second Life meets real life

This should give your head a pretty good twisting for a Monday morning.

Mixed reality Manchester

I’ll let Wagner James Au explain it, because I can’t condense it any further and still get the story across:

“… last October in Manchester, a big screen display was set up in All Saints Gardens; the park was also recreated in Second Life.  Meanwhile, video cameras in the real park record people who are there, and that live footage is merged in a chroma mixer to video captured in the SL version of All Saints. 

The result is broadcast on the Manchester screen, so people there can watch themselves interact with avatars.  But that’s just the beginning: the mixed reality video is also broadcast into the virtual version of All Saints Gardens in Second Life, so avatars can watch themselves interact with people in the real park, too.”

As Au points out, there’s a whole lot of reality layering going on right there.

“Liberate Your Avatar” was a public art installation by Paul Sermon designed to “expose the identity paradox in Second Life” – you can read more about it at the project’s website (which is where the image above has been borrowed from).

[tags]metaverse, augmented reality, Second Life, identity[/tags]