I wouldn't agree that people don't want to use virtual worlds as a communication medium. I suspect it depends heavily on the context. For instance, I'm currently involved with a student programme where many meetings are held in-world and there don't seem to be too many problems apart from occasional Vivox issues. In another context, we hold in-world meetings all the time for OSCC planning and that seems to work pretty well - for instance I could post up performance report graphs in world without having to direct people to an external website.

But I do agree that ease-of-use is a major issue. I think it would be very interesting to see a viewer that provided a configurable way to strip out the features that aren't needed in particular situations (e.g. education). I think Firestorm provides skinning that can do some of this, but these viewers are still pretty oriented towards Second Life and so that stuff doesn't have much focus. Making such a viewer is something I would do myself if I had double the amount of time I do now :)

On 22/07/14 09:14, Tom Willans wrote:
I agree with Justin about a big difference being to persistent metaverse and 
longer term social dynamics, formation of identity etc. I suspect that many 
educational uses think in one off terms eg a collaborative class in business 
collaboration even if there is concern about reuse of assets o reusable 
learning objects etc. Not the development of university, school or wider social 
network. Most Unity examples are one off uses eg teach sensitive sex education, 
help the emergency services learn to communicate etc. rather than an ongoing 
world of Warcraft scenario.

So one question is what is OpenSim used for?

It is also a fact that OpenSim is tightly coupled with Second a Life, and this 
is not unsurprising given its heritage and the vast, in comparison, user base 
there and technical advice. There is of course the very tight link in terms of 
viewer technology. It was this link that, in part, made me choose OpenSim over 
Wonderland for instance. Whilst I predominately use OpenSim now it is not on 
social grounds but as a platform.

People do not want to use metaverses on the scale of other social media ( 
viewing opensim as a social platform) or remote communication platform e.g. 
Skype meetings rather than OpenSim meetings.  I once suggested a meeting in SL 
- might as well of mentioned someone has BO; move on quickly. OpenSim also 
shares a lot with virtual reality platforms - I do hate that term e.g. CAVE 
which like Unity tends to have a one off. The Rift is narrowing the gap, and 
OpenSim/SL has been displayed in CAVE environments.

Technologies such as the Oculus Rift and other potential haptic technologies 
may have a impact. I had to halt my experiments for a while as Cybersickness on 
the DevKit1 caused problems. Still the Rift did score highly on presence 
questionnaires despite this, although the questionnaires are only a part of the 
presence story.

  The move to using multiple platforms, augmented reality is a challenge. In a 
social environment I want to communicate wherever I go. I am tapping away on my 
iPad, checked my emails on the phone and soon will start using my laptop.

Is it time to pull together these strands about what will make a better OpenSim?

I am not just talking about the technological issues, although these and the 
formats are vital but also aspects relating to human factors, presence, 
emotion, collaboration theory and of course standards formats as well as it's 
uses above? OpenSim does have a divide between the platform and viewer yet 
setting aside client/server and technical issues they are intimately coupled as 
one.

Oh if anyone knows has a financial viability/funding wand please let me know ;)

Tom Willans  BSc(Hons)  MBCS  CITP
PhD Student
Serious Games Institute, Coventry University
United Kingdom

Managing Director Bessacarr Publications Ltd
+44 (0)121 288 0281
email: [email protected]
skype: tom.willans
Second Life and OSGrid: Tom Tiros



Sent from my iPad

On 22 Jul 2014, at 00:48, Justin Clark-Casey <[email protected]> wrote:

I think that OpenSimulator and Unity have some overlap but not by a huge amount.

My perspective is that the focus of Unity is very much on game development.  It 
gives you a good and flexible set of tools but you need to do a fair amount of 
work to plug them together or extend them to create a high fidelity (ha) 
product.  The focus is on creating a one-off experience, though the lines are 
blurring now that some games (e.g. Minecraft, DOTA2) are very long lived and 
keep receiving updates.  The experiences are high quality because they are 
quite tightly controlled.  High multi-user (let alone massive multi-user) has 
not been a focus area because this stuff is *hard* and nowadays not obviously a 
winning formula for gamers.

For OpenSimulator, the focus and much of the raison d'etre is the unified and 
persistent virtual world.  Thus, it gives you a high level set of tools which 
are much less flexible (inventory, attachments, linksets, etc.) but because 
everyone has them it allows collaboration and content reuse at a high level 
(e.g. scripted objects, OARs).  Some games blur into this (Minecraft, etc.).  
It's a free-form environment so there's a high degree of freedom but a lot that 
can go wrong (analogous to open-world jank) [1].  I see it as more web-like 
because the same high-level software is evolved over time with the hosted 
content changing.

Moreover, there's a very high social focus through time.  Because the same 
high-level concepts are shared, there's more scope for network effects (esp. 
with the Hypergrid) but the technological base is much more primitive and 
relatively unexplored.

So whilst I think Unity makes sense in many use cases, OpenSimulator is 
ultimately much more interesting to me (unsurprisingly) because it gives a 
glimpse into something radically new, a distributed, anarchic and evolving 
Metaverse rather than a single vendor game.

I think there is vast scope for the OpenSimulator ecosystem to continue to 
evolve with features such as template objects, multi-level linksets, more 
intuitive viewers and to adapt to technological evolution as embodied by new 
hardware such as the Oculus Rift.  Because it's open-source, innovation can 
happen anywhere and without a single company's permission.  I believe the 
critical thing is that we arrive at protocols and formats that allow evolution 
by disconnected parties whilst still inter-operating with the existing system.  
Again, it's a comparison with a web ecosystem that has extensible formats such 
as HTTP and HTML (insert a tag that a browser doesn't understand and it doesn't 
(usually) stop your whole page from rendering).

However, arriving at these formats and solving other hard fundamental problems 
takes an enormous amount of time and effort, not only through writing code but 
also in discussion and co-operation between parties with different interests.  
My hope has always been that the platform will become interesting enough to 
attract the critical mass of academics, enthusiasts and entrepreneurs who can 
generate the time and funding required.  To some extent this happened but not 
enough (as of yet) to win any significant attention outside of this niche.

[1] http://www.giantbomb.com/open-world/3015-207/

On 21/07/14 16:43, Wade wrote:
This discussion has been the most enlightening  I've seen in a long time!
Thank you everyone!

My experience agrees that faculty don't generally want to learn 3D content 
creation.

Students are an interesting mix, and in high-stress programs also have very 
little tolerance or capacity for steep
learning curves.
===
*On simplicity *

In terms of students building things that didn't exist,   maybe there is a 
game-principle based sweet-spot,  because
it's clear from the numbers that tens of millions of people spend tens or 
hundreds of hours with Minecraft.

That suggest to me that students would love to co-create cool stuff, but the 
interface for doing so needs to have an
extremely extremely simple /*starter subset*/.   I say "starter", because 
gaming-principles also show that people who
stick around and pay for worlds like World of Warcraft*_like challenges_*, or 
"unnecessary difficulties" as Jane
McGonigal's "/*Reality is Broken*/ - why Games make us Better and How they can 
Change the World" book explains so well.
(Imagine the interest in golf if the average length from tee to hole was ten 
feet, in a straight line, on a flat course,
and the hole was ten feet across.)    This is a great book, by the way, and 
very eye opening and challenging a lot of
misunderstood concepts about "games", the nature and type of feedback that 
works,  and why so many people voluntarily
spend so much time on them, that is directly applicable to building any 
learning environment.

For experienced builders (or those past their anxiety - resistance stage), 
yeah,  prefabs in Unity are great!

What is even better is that in Unity you CAN build/*hierarchical objects,*/  
then mix and match the parts.  In OpenSim
and Second LIfe,  once you put the wheels on the car and make a link-set,  all traces of 
"wheel" are gone, and it
becomes absurdly difficult to go back and put different wheels on the car if 
each wheel has 47 parts like spokes or
lugnuts.     You can approximate some of that capacity with "Builder's Buddy" 
or other tools that let you rez an entire
multiobject scene with one click, but those are a true pain to load and 
maintain.

So,  whether it's Unity or OpenSim,  I think one thing that is needed that is 
very hard to still see for Virtual reality
natives is exactly HOW SIMPLE the INITIAL interface has to be, so that it is 
satisfying and rewarding to try to use for
a terrified newbie, peeking though the fingers of the hands over the eyes.   So 
simple in fact that even a faculty
member might say "Oh heck, even I can do THAT!".

===
*On "weakest links" in collaborative environments*

And both faculty and students are greatly upset by technological failure where 
they are used to trivial behavior, such
as having voice working.   The collaborative environment is much harsher than 
individual user environment since for
voice (or many other things) to actually be useful,  it has to work for 
EVERYONE, not just most people.

This is a feature of collaborative environments that I didn't realize till Gary 
Olsen pointed it out.  A collaborative
environment can become a "weakest link" exposer, where everyone's experience is 
limited by the least capable user.
This is one of the issues with, say, Electronic Health Records systems that is 
underappreciated and distinguishes it
from, say,  a cloud-based spreadsheet.






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