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Virtual Worlds, Real People John Lester (Pathfinder Linden) Boston Operations Director Education/Healthcare Mentoring Program Linden Lab

312 john lester

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Virtual Worlds, Real People

John Lester (Pathfinder Linden)Boston Operations Director

Education/Healthcare Mentoring ProgramLinden Lab

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what is Second Life?

Second Life is a unique online world• international community, multiuser, persistent world• a platform, not a game• Linden Lab provides a platform and tools for content creation • Open Source client• all content created and owned by the residents

best fictional analogs are Stephenson’s Metaverse from “Snow Crash” or Vinge’s Otherverse from “True Names”

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A new approach to world building

• Stream all content via broadband• Extremely dynamic content• Apply distributed/grid computing

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As of March 2008As of March 200818,000 CPUs18,000 CPUs460 square miles460 square miles540,000 Residents spending average of 56 h/m540,000 Residents spending average of 56 h/mEscape, Entertainment, Education, Work, AdvocacyEscape, Entertainment, Education, Work, AdvocacyFree to Access, Fees for Land OwnershipFree to Access, Fees for Land Ownership

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Demographics

• SL community older and more gender balanced than typical MMO games

• Gender neutral by hours of use• Median age of 35• Over 65% International

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Building in 3D using geometric primitives

http://tinyurl.com/2bwrtj

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Breathing Life into Objects with Scripting

Any object can be given physical behavior, interactivity, and can communicate with the world (e.g., email, HTTPRequest, XML-RPC)

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Property Rights

In Second Life, residents own their creationsWhat does this mean?• Residents retain their Intellectual Property rights to their

creations• Residents may buy and sell L$ for US$• Residents may license their creations back into the real world

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Advanced Atmospheric Rendering

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Voice

Spatialization and Attenuation

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Sculpted Primitives – “Sculpties”

Creating Complex and Organic Shapes

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Shared Spaces based on Reality

Vassar College’s recreation of the Sistine Chapel

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Shared Spaces based on Reality

Vassar College’s recreation of the Sistine Chapel

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Shared Spaces based on (intangible) Reality

Collaborating on Molecular Structures : Enoyl-ACP reductase

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Shared Spaces based on (soon to be) Reality

Palomar Medical Center West Hospital (opening in 2011)

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Shared Spaces based on (imaginative) Reality

“Sky Dancers” Live Music and Dance Performance

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Perceptually Immersive Environments

Full of Real People

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Environments with a Sense of Place

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Cultural Immersion and Contextual Relevance

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A Malleable World shifting between Real…

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…and Surreal

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Emotional Bandwidth

:( :) ;P

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Emotional Bandwidth

Use real-world social cues and proxemics, animations and sounds,

and create your visual identity

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Leverage the Fact that our Brains Remember Faces

Sue200

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JenniferK

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JumpKatt

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Our Minds Instantly Understand these Places

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A Virtual Renaissance…but we’ve been here before

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New Media has Always been a Challenge

Bell’s attempt to sell patent for telephone to Western Union

“Why would telegraph operators want to talk to each

other?”

First “online” marriage,via telegraph, late 1800’s

It took 65 years after the invention of the printing press

for someone to decide that putting page numbers in books

was a “good idea.”

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We get Mired in Past Frameworks

Why is this logo significant?

The telephone is not the telegraph

Movies are not plays

What does a “clinical intervention” look like in a

virtual world?

What does “medical education” look like?

Good News: Our brains excel at filling in the gaps…

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Suggested Books

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Thank you for listening

• John Lester (SL: Pathfinder Linden)• http://del.icio.us/secondlife/healthcare• [email protected]• www.pathfinderlinden.com• www.secondlifegrid.net