- As EU & US Regulators Investigate Facebook, VR Evangelist Robert Scoble Warns That Oculus May Not Survive
- Philip Rosedale Offers To API License High Fidelity's 3D Spatial Audio To Zoom & Other Online Conferencing Services
- Caltech Launches Virtual World Campus In SL As Pandemic-Era Social Space
- Core Launches Attack On Roblox's 25/75 Revenue Split For Creators
- The Life & Death Of NPR's Science Friday In Second Life Ends On A Mystery
- Play White Veil: Surreal Platform Game Inspired By The Dark Side Of Social Media, From Acclaimed Metaverse Artists Cica Ghost And Bryn Oh
Wagner James Au / New World Notes
Author, strategist, virtual world reporter

Making a Metaverse That Matters
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Hypnotic Romance, an SL sim with secluded spaces for couples. Click here to teleport.

The Virtual Worlds Museum. Click here to teleport to their Second Life hub with tribute to sunsetted worlds!

“TV POWWW!” by Tom Boellstorff & Braxton Soderman. Read about the first televised videogame here.

The Fitting Room: Try out new SL fits in a secure, private space. Click here to teleport.

The Virtual Museum Team hosts several museums in Second Life, Wolf Territories Grid and Roblox. Check out all the teleport links here.

Breedables CoOp, helping the SL pet community grow through shared resources. Go here to get started.
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Click here to play White Veil, an art game created in Second Life by acclaimed metaverse artists Cica Ghost and Bryn Oh, an artist based in Canada whose virtual world-based works are actually funded by her local government. Unlike Bryn's previous works, which are more like site-based installations built in a 3D online world, White Veil is very much a game — albeit a surreal and dreamlike platformer:
"The visitor has a goal to climb up a tower," Bryn explains to me. "Along the way I have created various obstacles ranging from giant balls that they need to avoid, floating Nya cubes that will attempt to bounce you high into the sky, turrets and evil magnets that bind you until you are squished. If you are caught many of these send you back to the start of the sim to try again. There are secret ways up the tower and useful shields that protect, for a short time, against these assaults."
While this also sounds fairly fun, it's also meant to be a mordant metaphor for social media and the gamified algorithms that regularly exploit us on the daily. As she explains on her blog:
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With visuals evoking a Miyazaki movie you forgot to watch and a story reminiscent of a Haruki Murakami story you forgot to read, the coming-soon indie game Season (for PS5 and PC on Steam) looks utterly gorgeous, an immersive journey that's both nostalgic and otherworldly:
Close your eyes, take a deep breath and let yourself be carried away by the journey of Season, a third-person atmospheric adventure bicycle road trip game. The premise of Season is that you play a traveler recording the last moments of different cultures before they’re washed away. Through the eyes of a young woman leaving a secluded community, you explore the wider world for the first time. Story Document, photograph, draw, and record life. Through a solitary bicycle journey, form your own memories, your own vision of the world around you. Your goal? Protect these treasures from being forgotten. Your quest will lead you to discover a new world; unknown, yet familiar. You will be immersed in different societies that will make you discover the mysteries of the world of Season; a surreal version of the mid-twentieth century, where thousands of years have passed without any progress. Find out what caused the last collapse and what might cause the next one…
It's very much a descendant of the influential masterpiece game Journey. Also the latest entry in a new genre of MMO/adventure game/RPG where the goal is not dominance through combat, but transcendence through art and social engagement. For instance:
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Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting
Fashionologie is an excellent blog from Xana Newall. “When You Can’t Stay Awake” spoke to me. Who hasn’t been this tired at least twice? Besides, I want the sweater:
- Addams – Pheobe Sweater
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Hitting Facebook at the worst possible time for the company (but they should have expected it), regulators in Germany, the European Union's most powerful member state, are now going after Oculus’ now-mandatory Facebook log-in:
“In the future, the use of the new Oculus glasses requires the user to also have a Facebook account. Linking virtual reality products and the group’s social network in this way could constitute a prohibited abuse of dominance by Facebook,” federal cartel office President Andreas Mundt said in a statement on Thursday.
This is happening, of course, just as the United States government files a monopoly suit against Facebook, basically tossing Zuckerberg alone in the ring in a tag team deathmatch.
“I think that it is a good example of the different and sometimes complimentary antitrust approaches in the EU and the USA,” the EFF’s Cory Doctorow tells me. “The EU has historically gone big on conduct remedies, that is telling companies what they can and can't do but allowing them to create these big monopolistic silos. The US is now coming around to structural remedies, that is, breaking companies up so that they have no reason to self-preference.”
Doctorow suggests that the US simply requiring Facebook to sell off Oculus would be more effective, rather than prohibiting mandatory log-in:
“If Facebook didn't own Oculus,” as he puts it, “there would be no reason for Oculus to require a Facebook login, so breaking Facebook up would produce a more durable remedy than banning it from self-preferencing with Oculus accounts.”
One way or another, it seems like the end of mandatory Facebook log-in is coming soon. But VR evangelist Robert Scoble tells me that would also be the end of both Facebook and Oculus:
“Doing that would kill Oculus,” as he puts it to me, later adding, “If Facebook is forced to divest Oculus, then Oculus won't survive.”
Here’s why he thinks that:
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Sick of Zoom meetings? Of course you are! So put on your headphones and play the video above. It's not actually a Zoom call but a simulation of what a Zoom call would sound like, using High Fidelity's very impressive 3D spatial audio. As you can hear, it sounds as if the callers displayed on the left or right are literally sitting in front of you on the left or right. It's actually a mock-up created to demonstrate how spatial audio can make Zoom calls less artificial and exhausting.
As High Fidelity founder Philip Rosedale explains:
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Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting
Angelo Diabolico’s “Tu sempre al mio fianco” or “You always by my side” is a lovely and romantic picture of a couple enjoying a walk in the park or the forest and seeing a deer. They’ve come to a stop, standing silently, holding their breath, not wanting to startle the deer and this magical moment. Angelo Diabolico’s photostream is full of wonderfully emotional pictures. There is a fantastical element, heightened by her color choice that leaves so much white with only splashes of color in the sky and their clothes.
Ahead, an oldie but a goodie.
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Caltech is among the very best universities in the world, famous for being the home of Richard Feynman and other science legends. (And perhaps even more famously, for being the setting for Big Bang.) Now it's helping drive a rebirth in educational uses for virtual worlds with Virtech:Virtech is an interactive, social, and private space inside Second Life, designed to furnish the Caltech community with an alternative to in-person interaction. Through the use of avatars, participants can visit a rich virtual space furnished to enable engaging experience as well as seamless social interaction. Virtech is a safe, pleasant space to socialize, create, collaborate, and learn. It is open only to the members of the Caltech community and their approved guests, and the members of other academic communities by a special arrangement. It is operated by the Virtual Reality Lab, which is a part of the Center for Data-Driven Discovery at Caltech.
Virtech's launch is led by Caltech astrophysicist George Djorgovski, a longtime advocate of virtual worlds for pedagogy. (Unsurprisingly, his Second Life avatar name is "Curious George".) While virtual worlds for universities peaked and declined about a decade ago, COVID-19 has once again brought their potential value to the fore:
"The pandemic has taken away an important component of the student life," as Professor Djorgovski puts it to me. "In the normal times, the incoming students have to establish new friendships and networks, learn from the older students, and collaborate. The older students are also affected, and this is becoming a critical issue for their social and psychological well-being. Standard social media or videoconferencing apps are a poor substitute for the interpersonal interactions, but Virtual Worlds offer a qualitatively superior experience."
More here. As a first goal, he and the Virtech team are planning to give students a 3D space for social interaction and collaboration. "Later on, we plan to use it for educational activities, such as the lectures, office hours, discussion groups, etc."
And no, notwithstanding SL's somewhat sordid reputation (or for that matter, what Big Bang might imply), Virtech has restrictions on Adult-rated content, privacy protections for students, and is barred from outside visitors:
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"This month has been great… if you're a shady individual of questionable morality." So begins the latest report from Charlie Traveler, reporter for Dual Universe Stellar Transmissions from the Dark Star Imperium clans… which is also the latest sign that a rich user community and culture is emerging in Dual Universe, the highly-ambitious, single-shard metaverse MMO we write about often here: That's right, since its launch last September, Dual Universe already has at least one embedded journalist. The news stories themselves are full of corporate vs. corporate intrigue reminiscent of Eve Online but on a grander scale. Of course I personally think an embedded reporter is the best sign of a virtual world's future, but then I'm somewhat biased.
"We were inspired off of a need to catalogue the history of the game," the Dark Star team leader tells me via YouTube, explaining the channel's inspiration and news-gathering approach. "[I]f we did not do this then the interactions and happenings in the community would fade into obscurity, with many people never being able to ever know things had happened. We gather things through a mix of people being able to self report and tip us off on things anonymously, as well as having reporters who crawl and aggregate information throughout the community."
Also interesting to me (and this might be a sign of slow user growth): Mr. Traveler reports the top ten player organizations by user numbers, and they're all in the low four to mid three figures. Which suggests Dual Universe's active userbase is probably in the low mid figures?
More Dual Universe stories below:
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Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting
I love this picture by Akame called “Mirror Kill.” If you look closely at that URL, you will see it ends with “in/faves-137983034@N05.” That’s because I found this picture by looking at Celestial Demon’s Faves. I featured him yesterday, and today I looked at his faves to see if was someone new to me. There nearly always is. Sometimes I will go to someone’s faves, then to the faves of someone who catches my eye in their faves, and so on and on until I am in a completely new genre. It’s a fun game and everyone should play it once in a while.
“Mirror Kill” is not just because of the mirror surface of the lake, but the colors are rich and yellow and blue are complementary, making a good color story. It makes me think of the photographer’s Golden Hour which had passed shortly before this picture was taken (pretending that this was just natural light rather than WindLight.} Did you know there are Golden Hour calculators?
So where will Akame’s faves send me?