Virtual "Pinky" - first page on UK Google, third image on the third row
An Internet mystery solved! Yesterday I wondered why people keep Googling my virtual reality blog in search for an 18th century painting, and a bloke named "Shirtbloke" pointed me to this page on UK Google.
Alchemy is an experimental Second Life™ viewer striving to be at the forefront of stability, performance, and technological advancement in the open-source metaverse viewer field.We are always based on the latest release code from Linden Lab, and are currently in active development with new features, bug fixes, and performance optimizations landing in our source code repository nearly every day
DigiWorldz has donated unfinished code for the Mumble voice system to the OpenSim community, the grid announced this week. Mumble is an alternative to the proprietary Vivox voice system. Boston-based Vivox Inc.
Disputes are inevitable. When they happen in families or at work, we manage to get past them because we often have no other choice.
In virtual worlds, relationships can be more tenuous and more quickly discarded. Anonymous and more free of social constraint, people can forget to treat us with the same respect they might afford real world interactions. It can be easier to insult or turn your back on someone with whom you disagree. We can, if we wish, even block offenders so that for us at least, they needn’t even exist.
The statistic presents the worldwide most-played PC games on the online gaming platform Raptr in November 2015, by share of total time played. According to Raptr's blog, 4.82 percent of all time spent gaming on their platform in November 2015 was dedicated to playing World of Warcraft. In the fourth quarter of 2014, World of Warcraft gained more than 10 million subscribers, mostly owing to 'Warlords of Draenor' expansion release in November 2014. Data shows that WoW was also the second best selling PC game worldwide as of December 2015.
Improving virtual reality immersion by increasing the field of view and having more accurate positional tracking will be the battlefield this year, according to a recent report by Digi-Capital.
At the moment, the best-in-class of view for virtual reality device screen resolution is 136 degrees diagonally per eye, which is promising given that users are able to enjoy immersive experiences with anything above 90 degrees, the report said.
Sometimes we don't realise that we need saving. Sometimes it's fun to pretend we do. For one woman, pretending made all the difference. This is the story of how one middle-aged woman relearned to play while residing in Second Life, and of the Search and Rescue operation she was enlisted into to help save fellow avatars (who don't actually need saving).
Music by Chris Zabriskie, Kai Engel, Revolution Void, and Richard Moss.
Volund's Ship by Elif Ayiter. Created in Second Life.
* Mario Bava Sleeps In a Little Later Than He Expected To by Chris Zabriskie * I Am a Man Who Will Fight for Your Honor by Chris Zabriskie * Sunset by Kai Engel * Scattered Knowledge by Revolution Void
Thanks to my Patreon backers for supporting the show. Especially Anuar Lequerica, whose very generous pledge will soon pay for some portable soundproofing so that I can record voiceover without worrying about noise levels outside my office.
Here's a link to Elif Ayiter's website, if you'd like to see more of her stuff.
The result is the rise of a framework we call “emotional computing,” that recognizes that relationships are more profound than task completion. While the primary purpose of a doctor, for example, is to treat a patient’s illness, the relationship between doctor and patient is not confined to that task. It also involves trust, dependability, and sensitivity. A productive conversation between doctor and patient will not be the concise, clipped exchange of a traditional conversation system. It will be filled with something personal, touching, and amazing: A balance of analytical intelligence (measured by IQ) and emotional intelligence (measured by EQ). For that reason, we have both software engineers and psychological experts on the Xiaoice team.
Through the tens of billions of conversations she’s had over the past 18 months, Xiaoice has added considerably to her store of known conversational scenarios, and improved her ability to rank answer candidates. Today, 26 percent of the data in Xiaoice’s core chat software derives from her own conversations with humans, and 51 percent of common human conversations are covered by her known scenarios. We can now claim that Xiaoice has entered a self-learning and self- growing loop. She is only going to get better.
UK teens are ready to buy virtual reality technology, according to a new research report from Greenlight VR, with 71 percent saying that they’ll either buy it on their own or ask their parents to buy it for them.
“Surprisingly, 25 percent will spend their own money,” the researchers said.
Overall, though, the knowledge level of virtual reality was low.
Although 77 percent of UK respondents said that they have heard about virtual reality, only 8 percent of survey respondents said they “know a lot” about recent technological developments.
Sony PlayStation VR has the most name recognition, at 41 percent, followed by Samsung’s Gear VR at 35 percent.
But of the 36 percent of respondents who have a brand preference, 43 percent prefer Samsung, followed by Sony at 36 percent.
Just under half, or 46 percent, of parents said that they were worried about adverse effects of virtual reality. Of those, 73 percent were specifically worried about health effects and anti-social behavior.
The report is based on a survey of more than 1,000 respondents in the U.K.
The latest update of High Fidelity, Philip Rosedale's upcoming Oculus Rift-enabled virtual world, has another new feature besides massive concurrency that's seriously impressive: Full body avatar recording which can be applied to an NPC. "The recording takes what your avatar...
By all indications, the hypergrid is hopping. As of mid-January, 68 percent of all active users, 75 percent of all public OpenSim grids, and 93 percent of all regions were on the hypergrid, and the number of hypergrid events and communities is exploding. The Kitely Market now delivers to more than 120 grids, Island Oasis is in the process of joining the hypergrid… the only thing missing is the metaverse equivalent of PayPal.
Facebook’s near-universal appeal — and virtual worlds’ near-universal failure — has as much to do with presentation as anything else. The very concept of a virtual world works against its acceptance. If I’m your great-aunt and I need a place to post pictures of your cousin’s bat mitzvah, I don’t necessarily mind joining a network in order to do so. But do I really want to join another world?
The big concern about security on the hypergrid is that a user can teleport to a grid or region that they own themselves, where they have direct access to the asset database or can grant themselves “god powers” and then change the permissions on their content.
In practice, however, it is a lot of work — and expense — for a thief to go through. A simpler option for thieves is to use “copybot” content theft tools in some grid with plenty of content, such as Second Life, and steal a lot of content at once, at no cost at all.
The only exceptions are content with rigged mesh or scripts, since the copybot tools can only steal the visible aspects of the content. As a result, creators with complex and proprietary rigging or scripting may prefer to keep their content on closed grids, or to set the permissions to “no export.”
For content creators with unscripted content, or those who use commonly-available scripts, keeping their content restricted to closed grids offers no particular additional security, but does significantly restrict the size of their customer base.
Great news from Bryn Oh, the pseudonym of a Canadian artist who's been creating innovative works in Second Life for at least the last seven years: I am pleased and excited to announce that I have just been informed that...
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