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SL Business Communicators Meeting: SkyTran Tour Feb 1

Drivingmissavatar Join us for a tour of SkyTran in Second Life, the simulation prototype of a futuritic, but real computer-controlled personalized transportation system that will move riders in two-person pods above the traffic-challenged freeways of California.  Crista Lopes, associate professor of informatics at University of California, Irvine will host us for a tour and discussion of her project on Friday, Feb. 1 at 9:00 a.m. SLT. 

Professor Lopes is using Second Life to t
est the software that will prevent the magnetically-levitated vehicles from colliding as they merge on and off the overhead roadway. She also hopes to build and test in Second Life the networking system that will allow passengers to direct the pods to a specific location as the project progresses.

Come and see the transportation simulation and learn how Second Life is allowing feedback to engineers and urban planners on the real world design. 
The real world project is being built by Unimodal.

In addition to her work on SkyTran, Professor Lopes is the creator of web-based SL search engine and HUD, SLBrowser.  She'll also give us some insights into the search engine she developed for SL, which is being launched commerically by the technology incubator associated with the Unversity of California, Irvine, Tech Coast Works.  You can read a bit more on the SLBrowser and the incubator in this Orange County Register article.

Get a sneak peak at this new transportation system, learn about the SLBrowser, meet Professor Lopes and and bring your questions.

Reserve a spot and to get a landmark, IM Znetlady Isbell in-world or email me. 



Nine Questions on Virtual World Market Research

Mary Ellen Gordon of Market Truths is by far the single most knowledgeable and experienced person (and avatar) doing market research in Second Life.  She is highly respected by both the business and academic research community in Second Life - and she has been very generous with her knowledge within the SL Business Communicators community in-world.  I've been after her for a while to allow me to interview her for this blog - and she has finally agreed.  What follows are nine questions I posed to her about her work and research in SL. 

By way of disclosure, Mary Ellen has become a friend and a colleague through our association in SL. She and I collaborate from time to time on business projects and my respect for her expetise continues to grow. I'm delighted she has agreed to share this space with me briefly.  I hope you find it beneficial:

1) Mary Ellen, tell us a bit about your background as a market researcher.

I've been involved in research for twenty years now.  I have a PhD in marketing, and have Professional Researcher Certification from the Marketing Research Association.  The first project I did was the first study of the US IVF market back when I was working in the pharmaceutical industry. I subsequently completed my PhD program with a focused research component, and then spent six years teaching (marketing research, among other things) and doing academic marketing research.

The idea behind Market Truths was to blend the type of rigor that is demanded by academic research with the real world relevance demanded by applied market research. We've been going since 2001, and have done a variety of different types of research projects for clients in a range of industries in the US, UK, and New Zealand.

2)  How long have you been conducting research in Second Life - and what type of research have you done?

We started doing virtual world research in Second Life in October 2006. Since then, our SL research has included surveys, interviews, focus groups, and observational research. We maintain our own panel to use as a sampling frame for SL research, but we also survey visitors in client locations, at events, or utilize "real world" participants.  Our experience in SL has allowed us to create some unique methods of gathering and validating research there, as well.

3)  Why do research in virtual worlds at all?  What characteristics of the environment of Second Life - or virtual worlds in general -  makes them valuable to conduct research via those environments?

There are several things that make virtual worlds valuable from a research perspective:

a. They make it possible to evaluate reactions to three dimensional objects easily, quickly, and (relatively) inexpensively. For example, if a company wants to test a prototype of a product or a package, everyone can see that in 3D and you can even manipulate it in real time in 3D to interactively create the ideal version in cooperation with the research participants.

b. Access to target markets. At present the SL environment is quite unique in that it is very international and it has a high concentration of people in technical, creative, and marketing jobs. Technical and creative people are generally not the types of people who jump at the opportunity to participate in market research, yet we find that they are willing to cooperate in SL. That's certainly important for companies targeting those types of people, and can also be important for companies that need technical or creative input into new product development. The international aspect is important for companies targeting customers in more than one country since it makes it possible to get information from people in a lot of different places in a short time.

c. It removes RL geographical constraints. For example, it's not uncommon for companies to make decisions for all of the US based on focus groups conducted in just a few cities. Obviously that's not appropriate if there are regional differences, but in RL you just can't easily get people from Boston, Iowa, Alabama and Los Angeles together for a focus group. In the virtual world you can get people from all over the globe together at once. While it's been possible to do that sort of thing with other forms of online communication for a while, there's definitely something more immersive about being "together" in the same room in a place like SL -- and that influences the quality of data.

d. The quality of data collected tends to be high. People are really forthcoming in SL, and comments made in focus groups, responses to open-ended survey questions, etc. all tend to be thoughtful and helpful. This is probably attributable to a combination of the types of people who are involved, the fact that they tend to be relaxed while in SL (they don't have to think about how long it's going to take to drive home after being interviewed, etc.), and (in the case of any research that relates directly to SL) because many people are really passionate about SL.

4)  There seems to be a general misunderstanding about sample size relative to the validity of research.  Can talk a bit about sample quality and quantity?

Yes, there's a huge amount of misunderstanding about sampling in general and sample size in particular!

To start at the beginning, it's important to remember that most statistics were developed for use with a "probability sample." That means that every member of the population has a known - non-zero - chance of being included. That's fine for crops or lab rats, but is problematic when it comes to humans because any research that enables people to opt in or out will have some people with a zero chance of inclusion. That, combined with things like variation in the number of phone lines in a single house or the number of avatars associated with a RL person, means the "known" criterion is also seldom fully satisfied.

While almost no market research can fully meet the gold standard of a true probability sample, with everything we do we should be trying to approximate that to the extent that we can and be aware of potential problems and biases to the extent that we can't. So, for example, one way to maximize the size of a sample would be to just let everyone who wants to do a survey, and do it as often as they like (like the audience voting someone in or out on a reality show).

I've seen a lot of SL surveys being done that way, but from a sampling standpoint that's not good as the type of people who participate are unlikely to be representative of the whole population that you're interested in. Also, the observations are unlikely to be independent (e.g., if the same person responds to a survey with three different avatars, you are really just getting one person's views three times rather than three independent opinions), which is another one of the fundamental assumptions underlying most statistics. So knowing the absolute size of a sample really doesn't tell you much of anything unless you know how it was selected and what was done to try to control for things such as self-selection, and non independent observations (and in particular in the case of SL, alts - multiple avatars owned by the same person).

Assuming a sample has been drawn in a way that's likely to reduce those problems, the size that's required to get good information is smaller than people often think. Larger samples tend to make estimates more precise; however, most marketing decisions don't require the same degree of precision as, say, determining the appropriate dosage of a drug. The requirement for precision is important because once you pass a certain threshold the sample size needs to increase a lot to get a meaningful increase in precision.

For example, the following graph shows how the maximum margin of error associated with the estimate of a proportion (based on a population of 5,000,000 and a 95% confidence level) changes based on the sample size:

Samplesize_4
   












The exact numbers change, but a similar pattern holds for estimating different types of statistics, and with different population sizes, confidence levels, and sampling methods.

For many marketing decisions - especially in an area that's evolving as rapidly as virtual worlds, a 5 or even 10% margin of error is fine. All other things being equal, it might be nice to go for even greater precision, but all other things are not equal. As shown in the graph, going down to something like a 1% margin of error requires an extremely large sample. Getting that sample increases the cost of the project - particularly if adequate controls are put in place to reduce the chances of the types of sampling problems described previously (and if those controls are not in place the larger sample size is pointless). In an environment that's evolving as rapidly as virtual worlds, clients would often get more information and insights for their money if they conducted a survey at regular intervals with a smaller sample than with a one shot survey with a larger sample.

4A).  So, then small samples (if chosen correctly) can be more "accurate" than large samples, and that the size of the sample isn't quite as important as the method used to include the participants?  It sounds like you are also telling marketers to at least look at how a the data was gathered before taking a survey as relevant.  Right?

Exactly. Quality is more important than quantity as far as samples go. If a poor quality process has been used to generate the sample, then it’s pretty useless no matter how big it is. If, on the other hand, great care has been taken in the sampling process, then you can get a lot of information from even a relatively small sample.

5)  What is a surprising or unexpected issue, outcome, or finding you have run across?

Perhaps the most surprising thing is the extent to which people's behavior in world corresponds to their behavior in RL. Prior to beginning research in SL I had read a lot of speculation about people using avatars to enact some sort of fantasy life, and I still hear and read that sort of conjecture fairly frequently (though typically not from people who spend a lot of time in virtual worlds themselves). This is an issue we've looked at in a number of different contexts, and what we've found is that some people may use avatars to enact fantasies some of the time, but that does not apply to most people most of the time in SL. Role playing may be more common in other virtual worlds, but at least in SL there is a fairly close correspondence (in attitudes and behaviors - not necessarily physical appearance) between the majority of RL people and their avatars.

6)  There seem to be a lot of companies and universities beginning to conduct research in SL with varying degrees of success.  What is the most common "mistake" you see when conducting research in this environment?

The most common mistake is conducting research before really understanding the SL environment. That can manifest in different ways. One is not putting in place any controls for alts when the unit of analysis is supposed to be the RL person. It seems to me that dealing with alts is the #1 issue facing SL researchers. We spent hundreds of hours on it last year, finding solutions to keep our research valid.

Lack of understanding of SL can also manifest itself in the conceptualization and design of the research. For example, there was an article by researchers at well known universities that was published in an academic journal and that was cited in a lot of mainstream media that investigated eye contact among avatars without addressing things like the fact that the RL person may be using the camera to look somewhere entirely different from where the avatar is looking; there are SL settings that make avatars' heads automatically turn to whoever is speaking; and to manually get one avatar to have eye contact with another relies at least as much on dexterity with a mouse as it does on intention, empathy, etc.

Lack of understanding can also come through in companies not applying the same standards for privacy protection in SL as they would when collecting data in RL because they're under the (false) impression that they don't have to.

7)  We see a lot of different kinds of  "mainstream" research companies like comScore, Nielsen, etc., releasing research about virtual worlds.  What is useful about these tools for marketers?

They're useful in terms of getting a general sense of what proportion of the population participates in virtual worlds because they're including virtual world questions in surveys of the general population. They're much less useful in terms of uncovering the details of what virtual world participants think, do, etc. because the proportion of the general population that participates in virtual worlds is still quite small, so even if their general population survey starts with a big sample the number of virtual world participants that they end up with tends to be too small to use for detailed analyses of just that sub group.

8)  What are three things you recommend a marketer consider about vw research?

First, just that they consider it at all. As described above, done properly, it does yield information that's relevant to RL marketing decisions and has some benefits even compared to more traditional forms of research.

Second, that you don't need to have a virtual world presence, or even be considering one, to benefit from virtual world research. It can just be the venue for gathering data to make decisions about marketing strategies and tactics that will be executed through other (more traditional) channels.

Third, that marketing is changing. While none of us know exactly where that change will lead, it seems clear that traditional channels are diminishing in importance and virtual worlds and other social media are increasing. There may not yet be a lot of "eyeballs" present in virtual worlds, but if this is indeed the general direction that marketing is going, it may pay to consider some exploratory research now to provide a foundation for future decisions and to be prepared if / when virtual worlds do become a more dominant channel. 

9) What trends do you see with marketing in virtual worlds this year?

I think we'll see more variety in who is using virtual worlds and for what purpose. Up until about the middle of last year it seemed that most companies with a virtual world presence were big consumer brands there for PR reasons. Toward the end of last year when our most recent RL Brands in SL Report was published, we noticed that some brands (particularly high tech companies) were using SL not for general PR purposes, but as a way of communicating with a very specific target audience (in the case of the high tech companies, that was software developers). I suspect that trend will continue this year, probably extending into other populations that are disproportionately represented within SL and to other purposes (e.g., new product development, product customization, etc.). I also think we'll see more small and B2B brands coming in to SL and that their aims will also be more specific and varied than just generating buzz.

January 23, 2008

Market Researcher Responds to Second Life Usage Decline Reports

Mary Ellen Gordon, president of research company Market Truths stopped by here today to comment on my post about the public radio report on Second Life's economy yesterday.  Although I did not address it in my post, the Marketplace reporter, Janet Babin, quoted in her story the widely repeated 5% decline in Second Life usage during November.

Mary Ellen's researcher's insight shared in her comment is well worth pulling out here in case you don't tend to dig through comments:

"I agree with all of the eloquently expressed comments in the post about avatars, but what really drives me crazy is how irresponsible people are about reporting that 5% drop figure (in the story, not the post).

This isn't the only news story I've seen it in, yet no one seems to consider the simple fact that months have different numbers of days in them and takes the obvious and easy step of adjusting for that. When you do, that shocking drop was actually 2%. While it's true that month-on-month drops have been rare in SL's history (there was a 1% drop once you adjust for days in the month in August of 2007, and an 8% drop in March 2005), the reason is that up until about the middle of 2007, SL was enjoying double digit growth (most months) in monthly hours of use. That's enough growth to mask a lot of pesky details such as variation in days in the month and vacation and holiday periods when a lot of people are not near a SL compatible computer.

But the thing is, no form of media (including those reporting this story) enjoys monthly double digit growth in hours of exposure forever. Even if you look at the second half of the year during the period of "slowdown" hours of usage increased (after adjusting for the number of days) by 14%. Most traditional media outlets would be jumping for joy if their own hours of viewing increased by 14% in six months, so I'm not sure why they're so quick to interpret it as a sign of doom when it comes to Second Life."

Personally, I've been fascinated by the fact that the Second Life usage statistics are watched and reported as if it were the stock market.  That in itself speaks volumes to the obvious importance of SL has as an indicator of something bigger than SL alone. 

January 23, 2008

 

A Marketer’s Blindness: Avatars Don’t Lie

1813656419_fc208fc0b3 Having myself been quoted out of context and wishing I could die over it, I’m working very hard to give Mark Hughes (author of Buzz Marketing?) the benefit of the doubt. But I’m having a hard time coming up with a scenario in which a smart, savvy marketer would legitimately say this today:

"The people in Second Life, they aren't worth reaching. It's just a weird place. It's never gonna catch on. It's a fad, not a fashion at all."

I’ll give him that Second Life may be fleeting in its fame, and it is kind of a weird place.  But did he just tell me I was a consumer not worth reaching?

The context was a story on the economy of Second Life by Janet Babin that aired today on America Public Media’s radio show, Marketplace.  By public radio’s, and Marketplace’s standards it was a pretty poorly framed story.

2124173804_cde536ab6b You might expect me to be indignant and riff on the legitimacy of the people in SL.  But like anyone who is the least bit involved in SL I’m dismissing Mr. Hughes’ comment as uninformed about the place and the people.  I’ll also bypass the opportunity to wax poetic about the power of word-of-mouth. 

What amazes me on a broader scale is a marketer, any marketer, who dismisses the opportunity to look straight into the heart – the very soul – of its customer and deem that as not worth the effort.

The avatar is art – created from the mind, heart, subconscious, conscious, yearning, aspirations, personality, context, experience of its owner.  All that is on display as a virtual person, a created object or an entire simulation.   The avatar portrays various aspects of our identity, our self-image.  Over time, the avatar takes shape in ways the owner could not predict, sometimes for reasons the owner cannot articulate. 

2089149942_c94711f2d2 The avatar is shaping the language we use, and therefore the way we think of our “self.”  We breathe “life” into something that is clearly not alive, and we endow it with characteristics that are in some part the “real” us – it could be nothing but.

We move – in our minds and in our language – effortlessly between the real and the animated self:   “I’m in Second Life.”   “I’m editing my appearance.”  “Be right back, have to take a call.”

Sherry Turkle, director of MIT Initiative on Technology and Self, renowned author and researcher, published an article 9 years ago in Wired title “Who Am We?” in which she discusses this concept at length in relation to MUDs (Multi-User Dimensions).

“A 26-year-old clerical worker says, ‘I'm not one thing, I'm many things. Each part gets to be more fully expressed in MUDs than in the real world. So even though I play more than one self on MUDs, I feel more like 'myself' when I'm MUDding.’ In real life, this woman sees her world as too narrow to allow her to manifest certain aspects of the person she feels herself to be. Creating screen personae is thus an opportunity for self-expression, leading to her feeling more like her true self when decked out in an array of virtual masks.”

Marketers have spent billions researching our psyche for “real” motivations and our deepest longings in order to create products – or shape messages – that promise to enable the “real me.”  Now here we are in SL creating, shaping and discovering the “real us” for any one to see.

A smart, savvy marketer ought to be watching and listening.

Photo Credit:  Andromega and Gita Rau

January 22, 2008

Revisiting the Media's Second Life Hype Cycle

Gartner_hype_cycle Now that 2007 has passed, we may be stepping into the “slope of enlightenment” on the Gartner Hype Cycle as far as Second Life – indeed virtual worlds – is concerned. 

As we entered Q3 of last year, the media launched into their predictable backlash against Second Life after they had wrung their fun out of hyping it. But as we turn our calendars into 2008, it seems the self-replicating media echoes of the much-touted “marketing failures” is losing its attraction.  Even the silly references in massive media reports to all things provocateur are fairly limited these days. 

Of course, it helps that the activity in and around virtual worlds as an “industry” is accelerating ever more rapidly.  In addition, enterprise experimentation with them has reached a point where some of those high-profile, cutting edge enterprises are now going more public with their otherwise quiet initiatives.  And, the technological commitments by the likes of IBM, Sun, Cisco and other large technology, entertainment and media companies fuels the “let’s get serious” attitude that is almost palatable now. 

In just the past week, I’ve found several rather sensible media stories in my news reader that hopefully reflect a coming media era of more widespread knowledge and discussion of the applications of virtual worlds.  There is plenty of deep discussion going on in sectors other than the press, but let’s face it, mainstream perceptions are [still] largely influenced by mainstream media.  So, here’s a sampling in case you’d like to peruse:

Virtual World Workforce, Part 1: Promising the World
Virtual World Workforce Part 2: Real-Life Pitfalls

By the way, TechNews World has a very nice ongoing series on virtual worlds of which these two articles above are a part.   

Businesses look to online world Second Life to create virtual enterprise.

Asperger’s Therapy Hit Second Life

Pixelanthropy: Charities tap into Second Life

NASA investigates virtual space

On a related note,  Shel Holtz in the Hobson and Holtz For Immediate Release podcast interviewed Forrester’s Erica Driver, Principal Analyst and co-author of the recently released Forrester report, Getting Real Work Done In Virtual Worlds.  Nothing new and pretty fundamental for those of you already familiar with virtual worlds, but the interview provides a nice overview of what Forrester’s report covers relative to “real work” being done in immersive 3D spaces.  You can listen to the 30-minute podcast here.

Image via Wikipedia

January 21, 2008

Reuters Brings Davos 2008 to Second Life

Davos_youtube The World Economic Forum held each year in Davos, Switzerland will again be accessible, at least in part, to Second Life visitors and residents.  Reuters reports they will be there interviewing several business leaders from Davos next week, January 23 - 27.

I haven't found information as yet on any panel sessions that may be streamed into SL or on the web, although rumors are afloat.  The WEF blogs page has a note in the sidebar: "watch the discussions in Second Life" which links Reuters' SL coverage page.

This year the Forum theme is "The Power of Collaborative Innovation"  within five concept "pillars:"

Business
Competing While Collaborating

Economics and Finance
Addressing Economic Insecurity

Geopolitics
Aligning Interests across Divides

Science and Technology
Exploring Nature’s New Frontiers

Values and Society
Understanding Future Shifts

These topics will hopefully reach the broader ears of leaders and trigger discussions in every sector -  but admitedly collaboration + innovation happens to be a topic in which I am fully immersed in business and for an upcoming publication.

The blindingly rapid shifting market and civic power basis due to collaborative behaviors, expectations and technologies make it imperative that global communities begin to rethink and remodel themselves within that very context in order to successfully address global challenges. 

The pre-Davos press conference addressed how the WEF program of 240+ sessions embraced its own theme by tapping into  more than 1000 people and organization in shaping this year's program.  The Davos Question initiative using YouTube  is inviting questions for discussion (and voting on them) from the global community.

In addition, two new WEF collaborative projects will be launched during this Forum.  The first is WELCOM (World Electronic Community), which is a platform to extend Davos discussion into virtual space - "a virtual Davos" in the words of Klaus Schwab, Executive Chairman of the World Economic Forum. And the second is a "global agenda council" - a series of panels each with 15-25 key experts who will collaborate on 100 issues WEF has identified for collaborataive discussion.

You can get more information on all aspects of WEF 2008 here.

A pre-Davos press conference is available on YouTube here.

You can submit your question or suggestion on the Davos YouTube channel here.

Watch the Reuters SL page for its schedule of interviews from Davos.


January 16, 2008

ACLU's "Close Guantánamo" SL Campaign Launching Jan 11

Closegitmo_content Today, Jan 11 at 11:00 a.m. SLT the American Civil Liberties Union is holding a launch event in Second Life related to their Close Guantánamo campaign.  The new SL space, called "Gone GITMO" is intended to focus attention on the detention of prisoners and the conditions at Camp X-Ray.   ACLU's program incorporates a virtual Guantánamo program begun last September by Nonny de la Pena and Peggy Weil, a joint effort of USC Institute of Media Literacty and Seton Hall Law School of Law.

This virtual launch coincides with the sixth anniversary of the arrival of prisoners at Guantánamo, and several real world demonstrations in Washington, DC, Boston, Philadelphia and Boise, ID; protests in San Francisco and Tampa; a discussion in Pittsburgh; a vigil in Raleigh, NC; and a rally in St. Louis, according to the ACLU press release.

Second Life location is Progressive Island: http://slurl.com/secondlife/Progressive%20Island/135/152/35/

More information and a schedule of events is at the campaign web site.


January 11, 2008

Forrester Releases Report: Getting Real Work Done In Virtual Worlds

Today Forrester released a 24-page report, Getting Real Work Done In Virtual Worlds, telling its clients that virtual worlds are on the brink of becoming valuable work tools; and that within 5 years, the 3D Internet will be as important for business as the Web is today.  They urge companies to:

"Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time, different-place interactions."

I have not yet read the report, so can’t speak with knowledge about it beyond the Executive Summary.

I think many of you who stop by here already know that virtual worlds are a credible work tool, but the good news is it appears Forrester is once again adding its stamp of approval on virtual worlds as businesss tools.

I normally don’t point out my own work here, but I simply can't resist this one (please forgive).  It was exactly one year ago that I wrote an article for Information Week saying the exact same thing.  I’m delighted to see Forrester has come to see it my way. :-)

My CMP article, How Viable is Virtual Commerce? is rather a long one, and even then it was edited down quite a bit, but near the end, I point to six ways businesses can benefit from virtual worlds (remember this is a year ago – examples then were up-to-the-moment. Now, not so much):

  • Fast and cheap prototyping. 3-D collaborative modeling tools allow rapid building and manipulation to avoid costly real-world design mistakes. Crescendo Design, a residential designing company located in Cleveland, Wis., prototypes homes in Second Life so clients can visualize the space and "occupy" it via avatars, then suggest design alterations in a way not possible through 2-D drawings.
  • Training and learning. More than 75 universities and learning organizations are exploring learning and library services in 3-D spaces.
  • Global collaboration. Real-time text-chat translation, voice integration, and object and identity persistence make global collaboration possible in real time.
  • Marketing and advocacy. The economies and high-engagement quotient attract marketers and social-advocacy groups. For example, the United Nations Millennium Campaign commissioned a poverty-awareness project in Second Life.
  • Media. Publishers such as Penguin and news outlets CNet (NSDQ: CNET) and Reuters are actively exploring content and value propositions for virtual audiences.
  • Technology development. New hardware, software, browsers, and protocols will be needed to support immersive spatial environments. Rich media and 3-D search solutions will become increasingly important as virtual worlds expand their Web presence.

The full Information Week article is here.

And our own SL Business Communicators group member, Dave Elchoness, owner of VRWorkplace tells us he was interviewed for and quoted in the Forrester report.

Forrester's report web page and Executive Summary is here.  If you are not a Forrester client you can purchase the report for $279.

I’m pretty sure Forrester would also agree with my article wrap-up advice:

"A good place to start is donning an avatar persona and touring a world where the physical is increasingly being represented in the virtual, and the virtual is informing the physical world."


January 7, 2008

Fair Use Reframed in Era of Consumer Generated Content

Conventional wisdom (and big media) would have us believe that using copyrighted material in today’s consumer generated media is just plain illegal – end of story.

Well, not so fast.  While some are strong-arming social online sites to remove consumer media for copyright violation, a good percentage of that CGM may very well be legal under the doctrine of “fair use.” 

Recut_reframe An engrossing study, Recut, Reframe Recycle, just released by the Center for Social Media at American University points to a wide variety of consumer activities that are actively incorporating copyrighted material – and it highlights how in many cases these are perfectly legal and can be considered “fair use.”

“Fair use” is the right to legally use copyrighted material under certain circumstances, and more broadly, according to the study, when the value to society is greater than the value to the copyright holder

The study authors Pat Aufderheide and Peter Jaszi  categorize our collective CGM activities into: satire, parody, negative commentary, positive commentary, discussion-triggers, illustration, diaries, archiving and remixes and mashups.

In essence, Auferheide and Jaszi illustrate, through the lens of online video making, that new “consumer maker” online activities are often “quoting” copyrighted material to create new pieces of popular culture, which falls under the “transformative” definitions of fair use.

One of the most salient points in the study is that fair use is not something written in the stone tablets of copyright law.  That it necessarily evolves in concert with our culture:

“The provisions of the Copyright Act codifying fair use were intentionally made non-specific, in an acknowledgment of the constantly changing state of cultural production.”

I’m not a lawyer, but I have to believe these same ‘transformative” and “cultural production” concepts might apply equally, if not almost more persuasively in MUVEs.  Virtual worlds like Second Life are cultural production down to the very core and that norms there could push "fair use" into new interpretations.   

I’d be most interested if Benjamin Duranske over at VirtuallyBlind and other IP experts would weigh in on the study and comment on its application to virtual world CGM production.

Most importantly, the study warns that our emerging participatory media culture is at serious risk with current industry practices - including the sites that comply unquestioned - aimed at shutting down what may be fair use consumer activities in the name of piracy control:

“Legal as well as illegal copying could all too easily disappear. Worse still, a new generation of media makers could grow up with a deformed and truncated notion of their rights as creators.”

Know your rights as a "maker." (2 links)

To protect the hands, attention, and minds that feed them, content creators need to examine ways to adapt to IP in a shifting media culture.

The Recut, Reframe Recycle PDF and web page include a list of the researchers' top five videos.  The Center for Social Media has posted a video, titled Remix Culture (3.5 minutes) that is itself a mashup of "unauthorized" material, hoping to stimulate conversation on their blog.  The video is also downloadable.


January 5, 2008

Cisco Live From CES: Q&A in Second Life Jan 8

Ces_slinvite_smaller Cisco is celebrating one year in Second Life next week, and hosting a live roundtable and Q&A from CES there on Tuesday, Jan 8th at 1:00 p.m. SLT with two of Cisco's consumer marketing executives.  They will focus the discussion on Cisco's connected home and consumer products.  Cisco invites you to join in at the Connected Home in Second Life.

I don't yet have the promised in-world invite, but if new details emerge from it I will update this post.   According to Cisco's Vitual Worlds blog, avatars can enjoy virtual cake post-Q&A, and share birthday party favors while participating in a celebratory slide show.

Other upcoming events have been recently highlighted on Cisco's blog as well.  I recap them here, so mark your calendars:

Data Center Mixed Reality BannerCasts, January 23rd and January 31st at 8:30am SLT
Two exciting mixed reality events featuring Jayshree Ullal, SVP, Data Center, via live video.

2038314496_caf1135c6b.jpg Second Life TechChat: Transforming Business Models with Cisco TelePresence, February 7th at 12:00pm SLT
During this TechChat Randy Harrell, Director of Product Marketing, will discuss Cisco TelePresence, concentrating on business case studies and the enabling technology.

Telepresence is particularly interesting to me in relationship to the part virtual worlds are playing in it, but that isn't where Cisco's is going. See Cisco's telepresence product placement in Fox's tv show, 24.

Danette Veale also lists in this post a few things Cisco has learned during their year in SL.

January 5, 2008

Inside Dell's CES Crystal Event: Second Life Jan 7

Hp_crystal_728x228 Delllogo_2 The Consumer Electronics Show is the big RL happening next week - everyone from CNN to the Home & Garden cable channel will be doing specials from the floor of this major industry show - and it is the launch pad for many a new 2008 product.

Dell will be featuring their new Crystal display at CES, and Laura Thomas at Dell is inviting you to join in Dell's CES press and analyst event through streaming video in Second Life on Monday, January 7, 4:00 - 6:00 p.m. SLT.  The virtual event will be held at Dell's new pyramid pavilion on Dell Island

Virtual Crystal monitors will be available to avatars at Dell's pavilion only during CES, from January 7 - 11, but the pavilion will remain in SL after CES concludes.

CES is definitely tech goodness, but given the choice of walking the floor, paying unimaginable hotel prices, and the hellish decibel levels,  I'm taking the goodness in this year by watching CNN, HGTV and popping into SL to catch Dell's launch.

January 4, 2008

Meet up with Tech Virtual Museum in Second Life Jan. 4 at Noon

A quick announcement that CMP/Information Week will be hosting Nina Simon, manager of The Tech Virtual Museum Exhibit Workshop (a project of The Tech Museum in San Jose) at Dr. Dobbs Ampitheater in Second Life at 12:00 noon SLT Thursday, Jan. 3 Friday, Jan. 4.  Hiro Pendragon (Ron Blechner) CTO of Involve, Inc. will join her as in-world developers of the project.

Second Life location:  http://slurl.com/secondlife/Dr%20Dobbs%20Island/251/122/25

From the announcement:

About The Tech

The Tech Museum of Innovation in San Jose, CA, is using Second Life to reinvent the exhibit design process.  Rather than relying on in-house designers to conceptualize and create exhibits, The Tech has launched a collaborative online platform to support a diverse community of designers, artists, scientists, and interested folk conceptualizing and prototyping exhibits.  Projects are proposed and teams formed on the web (http://thetechvirtual.org) and then prototyped in Second Life (The Tech, built by Involve, Inc.).  The Tech is offering exhibit design tutorials, design reviews by museum professionals, and the chance to see your virtual ideas become real exhibits.  The Tech intends to design all future exhibitions in this way, working with outside individuals to bring their unique creative vision and expertise to the museum to create unusual, extraordinary exhibitions.  The Tech launched this project in Dec 2007, and is piloting with an exhibition (to be mounted in RL in June 2008) on technology in art, film, and music.  Ten virtual exhibit prototypes will be selected for development in the RL exhibition, and their creators will be invited to San Jose for an awards ceremony and exhibition opening in June 2008. 

Bios:
Nina Simon is the manager of the Tech Virtual Museum Exhibit Workshop for The Tech, coordinating the Second Life virtual museum as well as exhibit design events and development.  She has designed interactive exhibits for several museums, most recently leading the creation of Operation Spy, an immersive game experience at The International Spy Museum.  She also runs the blog Museum 2.0 (www.museumtwo.com).

Ron Blechner is Chief Technology Officer at Involve, Inc, (formerly Infinite Vision Media), one of the leading Metaverse Development and Software Studios. His work with Involve includes such projects as The Tech Museum of San Jose and The Weather Channel's Epic Conditions attractions. He has been a Second Life resident as Hiro Pendragon since January 2004, co-founded SLCC, was a Live Helper, and his work has been featured in such media as The New York Times and Wired Magazine.

January 3, 2008

Industrial Designer Syd Mead Shares Near-Future View

"...the house will become a place where you are - even when you’re not there."    --Syd Mead

Sydmead Syd Mead, award-winning visual futurist, industrial designer and artist treated us yesterday via National Public Radio to a rather fun and sometimes slightly disturbing peak into our near future.  Mead consults with companies helping them to design entertainment, environments and products based on his legenary future-vision.  He designed the scientific worlds of StarTrek, Bladerunner and Tron; the interior of King Fah’d’s private 747; and the 360-degree format Jules Verne time tour for EuroDisney, to name a few Mead projects.

Luckily you can listen to the full 7.5 minute segment at All Things Considered, but a couple of things are just too fun not to share here. 

Mead was asked about the future of transportation – enter mainstream holography:

Mr. MEAD: "The future of travel involves getting there either physically or by electronic means of duplication. And as we perfect the whole art of holography, you will find that a lot of human contact, face-to-face, will be accomplished by telemedia, duplicating the person, much like portrayed in “Star Wars” when Princess Leia appears on his little, tiny holographic figure. And it’s reality reduced and then recreated at destination, and it’s very valid."

Mead guesses mainstream holography is less than 15 years away, but says it has been proven through technical history that we “always estimate too conservatively.” 

I have to admit, it was this one that really caught my attention - a new service model?:

Mr. MEAD: "Bill Gates is housed up in Redmond. He is buying the rights to some of the world’s best known paintings. So you will rent the picture on your wide-screen or your wall-screen. You’ll rent “Pinkie” or “The Blue Boy” or a Degas or a Rubens. And you’ll rent that picture on your wall on your screen for a certain length of time, just like cable TV."

Mead mentions fabrics that will instantly change colors and patterns, and tells us that Mercedes is working on automobile colors that will change on demand through shifts in light refraction.

It all sounds just a little like my current Second Life.

Hear the All Things Considered segment here.

You can purchase the transcript here.

January 2, 2008

Kiva’s New SL Office, Microlending and Reputation

Logoleafy3_2 Kiva is celebrating the opening of new offices in Second Life on Saturday, Jan. 5th.  Join in at 10:30 a.m. to 12:00 p.m. SLT, get a Kiva  wristband – and don’t forget to pick up a Kiva certificate or two.  You can turn “Lindens into Loans” with them.

Kiva is perhaps the most widely known micro lending site, and happily it is getting more and more mainstream attention (when its Oprah’d its “real”).  Kiva is just one disruptive force within the current financial world.

Kiva_lindenloans_001 If you are not familiar with Kiva, the organization acts as a “middleman” allowing you and me to make interest-free micro-loans  - as little as $25 - to individual entrepreneurs in a developing economy.  Loans are aggregated among several lenders to supply a borrower with the funds amount the entrepreneur is requesting for financing their business.  When your loan is repaid to you, you may re-loan or withdraw your money.  World wide micro lending has a 98% repayment rate.

Kiva has been operating in SL for quite a while, but the announcement of its new offices brings me back to a subject I’ve discussed here before – identity versus reputation.

Christmas night, (in my part of the world) the BBC’s Peter Day interviewed representatives from several micro finance institutions.  I'm pretty sure it was the gentleman from Fair Finance (it may have been Grameen Bank - the radio broadcast is no longer available for me to verify and I was oh-so-drowsy), who said something profound by virtuality (and conventional finance) standards...

micro lending allows people who have essentially no identity to gain the benefits of loans through reputation.

Micro lenders typically make loans to individuals with no collateral – only by way of reputation.  In some cases a close group surrounding the individual will jointly be accountable.  Grameen Bank looks at the individual’s potential – by way of the “social collateral” of reputation.  Kiva’s repayment philosophy rests on the indivdual’s desire to maintain his/her reputation, believing Kiva mirrors the village and that an individual will work very hard not to sour one’s reputation in either the village or online.

We’re already seeing companies using Google searches, MySpace, Bebo, LinkIn, Facebook and other “virtual reputation” devices to assess (or find) an employee candidate.  If you’ve been in Second Life or other virtual worlds for even just a short time, the first thing you do is look at a person’s virtual profile – and maybe their groups – to get a sense of “who” you are talking to or standing next to (one wish for 2008 – LL strengths reputation systems in SL).

We’re sharing more and more of ourselves in virtual spaces like these – far more than we may share on our loan application, that’s for sure.  Is it really such a stretch that reputation becomes at least as important as a credit score – or that eventually credit scorers find a way to “quantify” our social graph?    Is it such a stretch as we “live” more in "virtual" places that who we are actually hangs on reputation and a bit less on “identity?”

Now, I don’t see conventional lenders dumping their business models any time soon, but disruption is the place to peak into the future.  Go take a look - in Kiva’s new offices

Hat tip to Fleep.

January 1, 2008

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Virtual Linda

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