Wagner James Au / New World Notes

Author, strategist, virtual world reporter

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https://www.reddit.com/user/slhamlet
  • Screenshot (830)

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Shun. 沈 [untitled] has a photostream full of wild pictures, some roleplay, some romantic, some simply inexplicable like “The Mysterious Room.” At first glance, it seems like a lovely library in a stately home. At second glance, perhaps the stately home of Dr. Moreau. I definitely see a few Audreys. The plants that provide the spectral lighting are unlike the plants in anyone else’s library. The aquarium does not have the guppies, mollies, tetras, and zebrafish you usually encounter. This is definitely a mysterious room. 

    For more Shuns-eye views of the world, click here:

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  • SL to Discord chat bridge

    So much social activity around virtual worlds now takes place on Discord, since the messaging platform is much easier to use in various everyday contexts (i.e. on the train, in the bathroom, etc.) But here's one solution in a virtual dance club that offers the best of both mediums: A bridge connecting public chat in Second Life to Discord, and vice versa.

    You can see that in the above screen, with me posting a message in SL (left) that's instantly sent to the club's Discord group (right).

    The club's owner, Puddles Kayleigh, implemented it a few years ago in her Trance Music Club — click here to teleport to the club in SL, and click here to join the club's Discord server

    When you enter the club, you'll get several alerts warnings, notifying you that your SL chat is being sent to Discord.

    "In 3 years I have not received a single complaint [about the bridge]," she tells me. "However many of my guests love that they can listen to the club stream and chat real-time to the club when they are unable to log-in to SL, via their phones, tablets etc."

    Still, it's important to warn SLers that their chat is going off-world, so to speak:

    "This process can be important for some community groups who will only allow remote participation in meetings if users can all be identified by their SL names and the verification system prevents anyone banned from the region where the poster is from joining the meeting, even if the Discord server itself is open to the public."

    As for how she created the bridging system, here's Ms. Kayleigh's highly technical explanation:

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  • Like life, the Metaverse finds a way. While the long-awaited, official Rec Room app for Vision Pro is still in development (the company's partnership was announced last June), here's a Rec Room streamer already unofficially exploring the virtual world with Apple's HMD.

    This is possible, as "Grizzly" explains, via the iVRy Driver for SteamVR, an app which enables you to run an application from iPhone and other devices as a VR headset application from your PC — and to run Steam VR on Vision Pro. And thus, run Rec Room on Apple's headset. Watch above!

    As Grizzly notes, hand-tracking is a bit kludgy, but otherwise, looks like it runs pretty well — maybe not well enough to play most live action Rec Room games, but at least decent enough for basic exploring/social interaction.

    This is hardly the first instance of a metaverse platform running on Vision Pro (see below), which suggests a strong desire by VR enthusiasts to connect Apple's headset to various multi-user, avatar-driven virtual worlds. (Notwithstanding Apple's Spatial Computing, non-avatar Persona model.) 

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  • gold dust woman.


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    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Indie’s “Gold Dust Woman” is an excellent example of “less-is-more.” Imagine if this was a complete headshot. It would still be lovely but it would be less likely to arrest your attention and compel you to look more closely. By showing less, Indie forces us to complete the face in our imagination. We don’t just look at the picture; we interact with it. There is a back and forth that engages us. 

    For more of Indie’s engaging art, click here:

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  • SL Convai bots ChatGPT LLM

    Commenting on the hilarious trolling by SL player "Wendy" on Convai's new LLM-powered bots, reader Martin K. has some good thoughts on how to better optimize NPC conversation, referencing a classic game design text:

    To me it looks as if Wendy was intentionally evading the NPC's questions in order to stall the progress of the narrative.

    Now, participants who are unwilling (or unable) to play their part in a narrative are nothing new in interactive storytelling. And general solutions to this problem have been proposed, for example, by Brenda Laurel in her book Computers as Theatre.

    Her solution is to increasingly limit the choices of participants (as illustrated by the "flying wedge" in her book). For example, after a while, the NPC would stop asking open questions, but instead ask leading questions that remind the participant of their objective in the current narrative.

    If that doesn't work, the NPC could just assume the participant's objective and ask them for confirmation. And if that doesn't work, the NPC could just make an offer that is either accepted or declined by the participant, i.e., the participant's choice is reduced to a binary decision.

    A further escalation would be to make it clear (by dialog or by environmental events) that very bad things will happen to the participant if they don't agree to the NPC's offer. The last escalation could be to take all agency away from the participant and just progress the narrative without the participant's contribution.

    In any case, the result would be that sooner or later the narrative progresses — even for uncooperative participants.

    Would it be more difficult to author all these possibilities? Sure; but for an NPC who apparently is already waiting for certain requests, this scheme of offering increasingly limited choices (open question -> leading question -> question for confirmation -> offer -> offer to rescue from threat) is probably straightforward to implement – not only for one specific dialog, but for many of them.

    This all sounds roughly right, and a good guide for designing NPC dialog trees. Though again, references to "progress of the narrative" assumes there's clear purposes and goals in an open-ended virtual world like Second Life.

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  • Oculus acquistion Facebook danah boyd

    This week we're seeing many stories marking the 10th anniversary of Facebook/Meta's acquisition of Oculus, with some wondering why the VR device (later rebranded as the Quest), hasn't changed the world as expected.

    Maybe I missed it, but none of these articles have mentioned nor even asked Meta about the vomitous elephant in the room: There is substantial research that VR tends to make females nauseous.

    As I write in Making a Metaverse That Matters, no one at Meta, and hardly anyone across the VR industry, followed up with the top technology academic who raised this point the very same month Facebook acquired Oculus in 2014:

    Shortly after the Oculus purchase was announced, esteemed academic danah boyd, a Partner Researcher at Microsoft Research, published a much-discussed opinion piece in the online business site Quartz, proactively entitled: “Is the Oculus Rift sexist?”. 

    In it, danah brought up an earlier study she had published which strongly suggested VR tended to make women nauseous. It began as a grad student given a chance to try out an early VR demo:

    "Ecstatic at seeing a real-life instantiation of the Metaverse, the virtual world imagined in Neal Stephenson’s Snow Crash, I donned a set of goggles and jumped inside. And then I promptly vomited."

    Hardly an obscure researcher, danah is a widely and frequently cited expert in tech and mainstream media, especially around her work on teens and social networks. 

    That VR can cause nausea has been fairly well known for decades — it was reported by military researchers as far back as the 1960s, who noticed it among some volunteers testing early flight simulators. However, it’s often attributed to poor graphics or how the sensation of motion is displayed. Any variation in VR nausea based on gender is usually explained away by pointing out that males tend to play 3D video games more than females, and are therefore better acclimated to immersive virtual reality.

    But what danah discovered went deeper than that. She noted, for instance, that a difference around experiencing 3D was even observable in trans people at a gender clinic in the Netherlands — and that it also influenced thinking about 3D:

    "[Researchers] found that people taking androgens (a steroid hormone similar to testosterone) improved at tasks that required them to rotate Tetris-like shapes in their mind to determine if one shape was simply a rotation of another shape. Meanwhile, male-to-female transsexuals saw a decline in performance during their hormone replacement therapy.

    "Although there was variability across the board, men are more likely to use the cues that 3D virtual reality systems relied on…. …. I’d posit that the problems of nausea and simulator sickness that many people report when using VR headsets go deeper than pixel persistence and latency rates."

    Emphasis mine, because it bears repeating: As I read it, danah’s research suggests that the different responses to VR based on gender happen at the hormonal level, and therefore, may not be addressable by technical improvements.

    danah ended her essay with a call for researchers to follow up on her findings around biology and VR: “In other words, are systems like Oculus fundamentally (if inadvertently) sexist in their design?” It was not a condemnation of VR per se, but a call for researchers working in the technology to explore her findings.

    “I want folks to take what I did and push it further,” as danah told me at the time. “If researchers start to investigate this issue, I’ll be ecstatic.”

    On this point, she has not been made very ecstatic:

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  • SL decor blog

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Avalon Evergarden 🌿 has a lovely blog called My World Vortex SL. This morning she posted this lovely decor post, her #1929 that she called Imegica. From her past posts to this one today, she reveals we share a fondness for rattan. I am in love with her use of several rattan lampshades in her lighting arrangement. (I hope she’s using LED bulbs!) There’s also rattan for the base of the bench and the snake plants. I also love the metal lantern on the floor. I wish she had credited it. The carpet is one I would love to have in my new apartment. While SL me loves the wrinkle, RL me sees a trip hazard. Plus ça change…

    • dust bunny . driftwood dining . woven lights 
    • Elm. Emmaline Nook Bench w/ Pillows
    • Foxwood – Boho lounge – Snake plant
    • DaD  "Les Memoires Vintage blue rug"

    For more of Avalon’s gorgeous blog, click here:

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  • Makery AI imageAbove:  Real-life model/influencer Kate Purt, generated by Makery.AI creator vAIsual from a few hundred images of Kate — with her full and prior consent

    Makery.AI is an upcoming platform for anyone excited by the power of generative AI, but struggles with the ethical conundrum of creating images and videos trained from the work of human artists without their consent or licensing — and relatedly, worry that an IP infringement lawsuit or regulatory body will eventually bring most of the broader generative AI industry crashing down around our heads.

    Makery AI logoMakery, by contrast, is a marketplace for creating new content built on a clean ecosystem of authorized training data — where creators can earn 50% of revenue from this work. Created by vAIsual, a startup already providing AI-based technology for Adobe, Google, and other companies, Makery’s trained models are only built on legally acquired content. In fact, some pilot artists/creators are already using it to generate new images built on their own data (but more on that later).

    If you’re wondering if there’s a metaverse/virtual world tie-in to all this, you’re right: vAIsual COO Keren Flavell was the executive producer of SLCN.TV/Treet.TV, a broadcast-type service for Second Life, back in that day. So she has a strong background on the power of leveraging user-generated content:

    “We are looking for people who want to experiment with creating their own AI models that can be licensed by others,” as she puts it. “So all those Second Life shop creators could do something similar — sell their creative output. Now converting SL assets is unlikely to work technically, but the designs (if they are original) could be created into models. 

    “For example the builder of historic battlefields [in a virtual world] might create a LoRA for Medieval War Lords and then someone can license that to generate still or video generative output.” (LoRA, for low-ranked adaption, is a kind of AI training model.)  “Ad people might be customers, game designers etc. They can also make a LoRA of themselves, or their avatar if they have high quality images or video to train on.”

    And yes, take your avatar into the real world, if you want: “You create a model that represents thousands of iterations. You can create your own avatar that you own.”

    Assuming, of course, Makery.AI can gain traction against giants backed by Microsoft, Meta, and other incumbents:

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  • Palia MMO Steam

    In case you missed it, the "cozy MMO" Palia was published to Steam recently. though so far, the reviews are decidedly Mixed. My first thought is Steam's largely hardcore gamer user base doesn't like an MMO with a decided dearth of face-punching. But then again, Steam players gave Overwhelmingly Positive reviews to the seriously cozy farm sim Stardew Valley

    In fact, the top review on Steam brings up that comparison too:

    Palia had a 50 million dollar budget. Team consists of 20+ employees which come from big companies like Blizzard, Sony, Epic, Zynga, and Riot. Development started in 2018. Palia was released more unfinished than Stardew Valley, a game that only took 4.5 years to make and was designed by one person who was working as an usher for a cinema.

    Then again, here's a positive review

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