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

USC Center on Public Diplomacy Simulcasting Virtual Worlds Panel in Second Life

Join in on September 10, from 10:15 am – 11:45 am SLT for USC's Center on Public Diplomacy panel discussion, From Global to Local: Virtual Worlds, Immigration, and Linguistic Diaspora while the RL version will hail from Mexico City.   According to USC's press release, the topic is meant to explore how virtual worlds can have an impact on making global issues local; and how immersive and digital environments are playing a role in cultural dialogue and interaction.

This panel is actually part of the larger event, Interdependance Day V, that brings together civic leaders, artists and thinkers for a series of discussisons on "the realities and possibilities of forging constructive interdependence in our troubled and divided world." 

The entire event will be simulcast in Second Life and will feature a mix of panelists participating physically in Mexico and virtually in Second Life.  USC's participation is supported by the John D. and Catherine T. MacArthur Foundation.

The USC panelists include:

  • Peter Marx, Former Chief Technology Officer for Vivendi Universal Games;
  • Jose Murilo, Manager of Strategic Information, Ministry of Culture (Brazil);
  • Mark Wallace, virtual worlds journalist;
  • François Bar, Associate Professor, USC Annenberg School for Communication;
  • Gilson Schwartz, Academic Director of the City of Knowledge, Universidade de São Paulo (Brazil).

Join the group in Second Life "MacArthur Foundation SL Events" for detailed updates.

Get the complete event schedule for Interdependence Day V and details on the USC panel here.

And the PDF of the conference schedule is here.

September 4, 2007


Brand Happenings This Week: May 29 – June 4

Tuesday, May 29, 2007

Intel Software:  Press conference
9:00 a.m. & 5:00 p.m. SLT
Opening of Intel’s newest initiative in Second Life
Intel Software Network 1(99/125/88)

Information Week
6:00 p.m. SLT, Tuesday kaffeeklatsch.  Dr. Dobbs Island

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Friday, June 1

Information Week
12:00 Noon, Friday kafeeklatsch, Dr. Dobbs Island

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Monday, June 4

Creative Coalition; Talking the Talk 
7:00 a.m. SLT
Political Roundtable Discussion, with leading pundits, media and politicos. 
InWorld Studios (73/70/29)

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ONGOING

May 22nd, until closed
McKinsey & Co,: Virtual Venture Competition

BMW Experience
BMW is prototyping something – but it is not a car.  You are invited to test it out.  IM Munich Express in-world and find out what it is all about!
BMW New World 2 (128/128/0)

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UPCOMING:
Mark your calendars!

June 15, 16, 17
iCommons 2007 Summit, USC Center for Public Diplomacy;
Durbrovik, Croatia & Second Life. 
An important mixed-reality summit on open education, open access publishing and free culture communications. 
Anneenberg Island (187/67/40)

August 2 – 5th
YearlyKOS Convention, Chicago & Second Life. 
Get more information on Progressive Island (133/74/25)  or on the web site here

May 29, 2007

The Republic of Maldives Opens Embassy in Second Life

Maldives_001 A tiny country undergoing huge reforms, the Republic of Maldives has opened an embassy on a corner of Diplomacy Island in Second Life.

The Maldives, a developing country with limited resources within the global arena, sees Second Life as a method to extend its diplomatic outreach beyond the opportunities the “real world” affords them and a way to boost its international profile.

The space prominently displays information about the Maldives reform agenda.  The Republic is currently engaged in sweeping constitutional, human rights and democratic reforms, including enhancing the role of the media in Maldivian society.

Unlike Sweden’s plans for their SL embassy, which is slated to open May 30, visitors to the virtual Maldivian embassy will be able to conduct some diplomatic business such as talking to virtual diplomats about visas and trade issues.

Pay them a visit at Diplomacy Island 209, 99, 23.

Read more in The Local from Sweden, or Australian News.com.

May 22, 2007

UK's Sky News Centre Enters Second Life: News + Performance Art

Skynews_logo_2 In keeping with its reputation for innovative news delivery, Sky News Centre will debut in Second Life in June.  The virtual news room will invite visitors to try out their anchor-person skills and engage with Sky News personalities and events, according to their press release.

But what is especially intriguing in the announcement - and worth keeping an eye on as it rolls out - is that Sky News apparently plans to recreate news-worthy events, such as "court cases, crimes scenes and natural disasters" to provide a "deeper understanding of the issues."

Pi_sl_2 I hope my friend and former journalist, Gary Goldhammer over at Below The Fold, weighs in on this.  It is a fascinating endeavor for a news channel that has me thinking deeply about both the delivery of "hard news" and individual involvement with it.  A cadre of TV stations such as The Weather Channel and Court TV are certainly expanding the implementation of "news coverage" and have proven that viewers do value deep engagement with subject matter.  These shows however, also rely heavily on the "entertainment value" of news.

I wrote in an earlier post that as 3D spaces become more accessible to content creators and "audiences," content will become "animated, 360-degree, un-flat, multi-dimensional and multimedia."  This applies as richly to news as it does to other forms of communications.  And besides communicators and marketers having to understand how space and props are part of the message, so too will journalists.  Many of whom are still getting their heads around having to capture images and sound while keeping a story factual, objective and balanced.

I wonder how scenario building and "news event education" (my term) will juxtapose.  How will the collaborative, wiki-ish features of Second Life build upon it?

How will role-playing change "news"?

How will scenario shifting change our views of the events?

How will "being in" the "time and place" affect the perception of the story?

How will journalistic practices evolve to encompass 3D news delivery?

Before you jump all over me, I'm not saying news will be 3D any time soon and all journalists will be "building stories."  But as Sky News experiments with "news education," I am saying we may find some very interesting questions to ask about journalism and the evolving concept of "news."

Photo credit:  Synchronicity Writer, via Snapzilla

May 5, 2007


Reporters without Borders Opens Second Life Office

Reporterswithoutborders_003 Celebrating today’s World Press Freedom Day, Paris-based Reporters sans frontiers / Reporters Without Borders opened their virtual offices in Second Life.

Prominently displayed outside their offices are 34 world leaders dubbed as “predators of press freedom.”  You can access biography notecards of each. 

A stark reminder to those of us with so much access to so much information are two wall maps: countries that are “Internet black holes” and counties color-coded based on their press freedom.

The organization also inaugarated a journalists' memorial in Bayeux, France yesterday, commemorating the 1,889 journalists killed since 1944 while doing their job.  Twenty-four journalists and five media assistants have been killed so far this year.  RSF/RWB cites 163 media workers who have perished in the Iraq conflict since 2003.

Teleport over to Hangflame 43,91,91 to visit Reporters sans frontiers offices.

May 3, 2007

SL Event “Crisis in Darfur with Mia Farrow” Video Available

Darfur_lcm Bill Lichtenstein of Lichtenstein Creative Media sends word that he has made a 12-minute machinima of the Second Life event, “Crisis in Darfur” available on Google Video.  The event was held in Second Life on January 9 and sponsored by the Committee on Conscious of the U.S. Holocaust Museum to bring attention to the on going genocide in the region.  For more detail on the Second Life event read my earlier post and see the event website.

The Infinite Mind SL sim continues to host the visual exhibit that replicates a unique photography exhibit of the U.S. Holocaust Museum in Washington D.C. "Our Walls Bear Witness: Darfur: Who Will Survive Today?" Teleport over to The Infinite Mind, 128, 128, 0.

The Google video is available here: http://video.google.com/videoplay?docid=-1156309363278144913

February 19, 2007

Virtual Journalism Versus the Real World

Ethan Zuckerman of Global Voices about a discussion/interview he had with Chris Dahlen of Pitchfork Media:

"The most interesting aspect of the discussion to me was the idea that Chris brought to the table - that we might pay more attention to imagined worlds than to the real one. First, this helped me understand precisely why I find the Second Life hype so disconcerting - I find it deeply odd that journalism is expanding into these illusory spaces while it’s shrinking in the real world. I think the answer may be that these new spaces - whether SecondLife, World of Warcraft, the culture of fanfiction or machinima - are far more coverable than many events in the real world. Chris uses an example I offered about the difficulty of finding out what’s what in Somalia - there are literally hundreds of situations in the globe where, despite political importance and the impact on human beings, we’ve got very little idea what’s actually going on. By contrast, virtual and pop-culture worlds are knowable in a deep, comprehensive, net-friendly and encyclopedic manner. That, plus fewer vaccinations, could make anyone want to be a virtual worlds correspondent rather than a real-world journalist."

Read the entire post here.

February 11, 2007

Sweden's Second Life Embassy Explores Nation Branding

Log_si The Swedish Institute, an agency of the Swedish foreign ministry who spearheads global information about Sweden, announced it will be creating an official Second Life embassy.

The Institute's director Olle Waestberg says the purpose is to act as an information portal about Sweden.  Waestberg believes Second Life provides an opportunity to broaden people's exposure to Sweden easily and inexpensively.

Stefen Green who is the project manager for the initiative, says the plan was for the project to be completed before it was made public, but the Swedish media got wind of the story (english). 

The Swedish Institute believes they need to understand 3D space which is driving the decision to  build in Second Life.  In a comment left on the Virtual Economy Research Network Stefen says:

"We're using Second Life to explore the 3D space as a platform for our nation-branding projects. While the protocols of the coming metaverse haven't been settled on yet, I do think a metaverse is coming, and we'd like to start getting our expertise sooner rather than later. SL citizens will be our de facto focus groups, so we can start figuring out what works and what doesn't."

January 28, 2007

Debate on the Second Life "House"

Some of the comments over on The Caucus at the New York Times about the congressional event in Second Life on Thursday are just too good not to pass along.  Some of my favorites:


What the heck is Second Life??
— Posted by Larky

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Intriguing…but why do I feel like “Get a Life!” is the best response to these Second Lifers?
— Posted by Pete

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Let me get this straight: You seem to think is perfectly reasonable to participate in an online community to the extent that you are having a conversation with people in the comments section of a blog. Yet when other people do much the same thing using more sophisticated software, somehow they need to ‘get a life?’

They’re the ones who are apparantly meeting with leading members of Congress to discuss the new agenda in Washington. How about you? Got any big meetings with members of Congress planned in the next few days? This very fact suggests that the people using Second Life (of which I am not one) certainly do have their act together.
— Posted by Jackson Landers

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Zach wrote, “One comes to the frightening conclusion that, rather than producing greater political cohesion and awareness, the Internet has spawned a framework for virtualized ‘action,’ action with merely perceived consequence — in other words, the perfect form of social control.”

This is an excellent thought that I think bears repeating. The internet is a tool for communication and can be useful in organizing, but the action is still out in the real world. And let’s not forget the 80% of humanity who don’t even have computers — in fact, in many nations the majority is illiterate. Don’t those people count too, or is social justice only for the tech-savvy these days?
— Posted by eatbees

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If it’s fantasy politics your looking for…try http://www.fantasycongress.com/fc/
— Posted by Lewis

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Millions of people cannot “go to France” or Washington, DC or even enjoy the nightlife of major cities. However they can and do participate in online forums, including this blog and Second Life, and carry the ideas they learn there back to others in their physical lives. All the people posting to this forum are already using technology to leap over barriers to communication put in place by governments, corporations, and powerful interests.
— Posted by Thomas Williams

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Wow, I got sick reading many of these comments. Those who think it is, “the gaming community” only, those who said it is boring, those who simple laugh and write off Second Life well, I just feel bad for you. I will not criticize you rather I would recommend you open your minds as you are missing the point and your facts are incorrect.
—    Posted by Adam Broitman


And, for an entirely different perspective and if you have some time, see this post by Metaveral Myrmidons at Second Thoughts.

January 6, 2007

United States Congress Enters Second Life. 100:00 Hours and Counting.

Capitolhill_001 As an American, watching the opening of the 110th Congress, the election of Nancy Pelosi to Speaker of the House, and joining in on a chat with Representative George Miller (D – 7th District, CA) while sitting in a replica of the House Chamber in Second Life earlier today was a remarkably moving experience. 

Virtual Capitol Hill was opened today, coinciding with the start of the 110th Congressional session and the "first 100 hours campaign” toward achieving the agenda of six major Democratic political initiatives.  Streaming video of the real world event was available to the invitational audience in the sim throughout the morning, and an in-world discussion with Rep. Miller after the swearing-in ceremonies wrapped up the virtual event.  Rocketboom’s Joanne Colan in the guise of avatar Joanne Canto conducted the interview with Representative Miller in his distinguished-looking avatar. 

Capitolhill_013_2 The genesis of the Second Life Congressional presence was the idea of Rep. Miller and some members of the SL community to broaden the public’s access to policy makers, according to avatar, Justin Cannonball, spokesperson at the event.

Sun Microsystems' Chief Researcher in the persona of John Gage explained that Rep. Miller also sits with him on the George Lucas Educational Foundation Board.  At a recent board meeting the two Georges (Miller and Lucas) and Gage “flew around a number of sites” that merged classrooms and Second Life.  Gage said, “I'm here as an SL member, interested in building continuous discussion areas.....the Berkeley cafe version of democracy and because of the power of the visual metaphor, this environment can be used by anyone, in any language, from any culture so we can link schools in Kenya or Rwanda with schools and teachers and students in Palo Alto or Lucas Valley.”  Sun Microsystems is underwriting the Virtual Capitol Hill project.

The project came about very recently, says Cannonball.  “It's amazing not only how much we can do with this technology but so quickly. I think that as people become more familiar with this space, the enthusiasm for what it can accomplish grows.”

Capitolhill_shot_002_1 Rep. Miller said the six individual pavilions, located on the sims behind the main Chamber building, will become information and discussion hubs, each around one of the six items on the Democratic Party agenda for the 110th Congress.  He also indicated his hope is to bring other members of Congress into Second Life to engage in conversation with resident voters and constituents, likening SL to real world town halls representatives routinely hold in their real life districts.

In my opinion, the six pavilions are the real heart of the sim – and encompass the Democratic campaign strategy here.  They are the more simple structures, but they communicate the promise of this session of Congress and underscore the determined unity of message for the Democratic party (not traditionally known for their unity).

Marketing firm, Clear Ink brought the project to life with support from Blue Practice.  It was quite a feat of coordination among numerous entities, including Linden Lab. Rep. Miller joked about the interesting challenge of presenting the idea to Pelosi to approve this rather unorthodox way to open a Congressional session.

Capitolhill_005This virtual event was well-managed - as the traditional decorum of the House would suggest.  /clap and kudos to Clear Ink on that account.  Communicators take note:  A greeter was watching as people dropped in all throughout the several hours of the event and Clear Ink folks were stationed around the sim, clearly identified by their avatar names.  The main chat was used to greet arrivals without worrying about disrupting the on-going conversation.  Each person was directed to a notecard as they arrived that held all the particulars about the event with clear directions on how to ask questions of Rep. Miller.  Attendees were kept appraised of timing and happenings, and it was obvious someone from Clear Ink was watching the chat for any confusion, questions or issues.  When it seemed some SL newcomers were having trouble using the IM feature for submitting questions, Clear Ink was able to go with the flow quite seamlessly and pick up questions from the main chat for relay to interviewer Canto.  Clear Ink avatar power was present and efficient - and it made for one well-run event.

Capitolhill_shot_001_1 There are two mirrored sims, Capitol Hill 1 & 2. They were originally scheduled to open tomorrow, but they are now open to the public as of this afternoon.  Stop by.  The design communicates a theme of “openness” and accessibility: no roof on the House Chamber and a line of trees branching out on an angle away from the main building creating an ever-broadening pathway fronting the six initiative discussion pavilions.  I’d like to think that is a metaphor for the things that will happen there.

Virtual Capitol Hill is located here.

[update 1-5-07:  Avatar and in-world spokesperson at this event, Justin Cannonball, is Danny Weiss, Rep. Miller's Chief of Staff.

Rocketboom's coverage of the event has been posted here.]

January 4, 2007

Korea Sees 50% of Its Computer Crime Related to Virtual Worlds.

Zocalo_olog That's a statistic Edward Castronova, virtual world expert and author of Synthetic Worlds: The Business and Culture of Online Games, cites in an interview on public radio show, Zocalo.  This is a must-hear interview.

Zocalo_1 He asks us to imagine that a new world has been discovered. He draws an analogy to the discovery of America and the massive changes in European society it provoked: the prodigious migration of people, the new economic models that were created, and the awakening of democracy.

Today, the migration is a different kind, and perhaps more massive.  We are shifting some fraction of our time and attention into instantly accessible virtual worlds.  Castronova estimates there are 20-30 million people who are now logging into some kind of virtual reality.

Castronova, who is also an economist, spends much of his time telling policy makers and business leaders it is time to pay attention. 

Korea is facing significant social and economic issues due to the large percentage of its population who spend considerable time in virtual spaces.  And, he suggests the Korean experience is a look into the future for the rest of us.

Filling the court docket with virtual world crime as just one societal area that is about to be seriously challenged.  He wonders how we keep students in school, for example, when they can choose fantasy-on-demand instead.  Although educators currently view gaming as an “opportunity,” Castronova says Korea is showing us that the opportunity phase is over – and that we must be integrating immersive experiences into education or we will lose eyeballs to these far more compelling spaces.

Should governments respond?  Castranova warns virtual reality is moving too fast for our systems to keep up – and that it is vital for governments to devote attention to them and to their impending impact.

Listen to the interview on Zocalo, Life 2.0 Market and Society on the Virtual Frontier.  In the second half of the show, Cory Ondrejka, Chief Technology Officer for Linden Lab, talks about the workings and culture of Second Life and gives fascinating examples of how it is affecting the lives of real people, education, and real-world spaces.

Castronova is currently working on a new book, The Fun Revolution.

December 16, 2006

U.S. Congress Studies Public Policy Around Virtual Economies

Lindenmarketdata As Second Life reaches 1 million residents today, the Joint Economic Committee of the United States Congress announced they are studying public tax policies related to virtual worlds.

It is no wonder.  Spending in Lindens, the Second Life currency, reached over 92 million dollars for September of this year, and October is already on track to outstrip that figure by 20%.  Linden Lab today announced that largely due to heavy media coverage, it expects to add 50,000 new resident accounts today alone.  In recent months Second Life has been growing by 38% per month in a sector that generates between $1 billion and $3 billion USD a year.

According to Representative Jim Saxton, chairman of the JEC, the committee is concerned that the Internal Revenue Service, the U.S. taxing body, may step in and begin imposing taxes on virtual transactions before appropriate public policies have been set.  “This I believe would be a mistake,” says chairman Saxton.

The present explosive growth of virtual worlds has civic leaders sitting up and taking note far earlier than they did when the World Wide Web began to change and challenge the flow of information and commerce. These virtual environments are rapidly creeping into our real world business and public social and economic structures.   It seems that the U.S. Congress wants to lead the public policy debate about how these economies will be regulated.  But the impact of these virtual spaces on public places has been more quietly advancing for quite a while.

See the full Joint Economic Committee press release here (pdf).

Photo credit:  Linden Lab Market Data

October 18, 2006

Governor Mark Warner Holds Interview in Second Life and Starts SL Political Fundraising Group

Markwarner At 3:30 EDT today former Democratic Governor - and potential presidential candidate - Mark Warner appeared in Second Life for a brief interview with Hamlet Au over at New World Notes.  A preview of a soon-to—be announced virtual town hall, Governor Warner took to the stage at the Old Globe Theater in-world, to declare his “Forward Together” political initiative will be using every tool – including virtual tools – “to communicate his ideas about how to get the country back on the right track.”

The Governor, via his avatar, said his immediate activities in Second Life are forming a Second Life group and holding an upcoming virtual town hall in the early Fall.  His in-world group is called Forward Together and is the Second Life version of the RL Forward Together Political Action Committee.  As of this moment his in-world group has 30 members and is open to all residents.

Warner_1 According to a press release on the Forward Together PAC website, the entry into Second Life is an experiment:

“This is in many ways an experiment,” said Forward Together’s Internet Team leader Jerome Armstrong. “We want to see what people make of this. How will they organize? How will they interact with each other and with Governor Warner? We’re all figuring out new ways to do things online – in how we work, play, and share ideas. We don’t know yet how people will use Second Life to engage in politics. But we want to find out.”

The Washington Post’s, Chris Cilizza says,

“ …“Warner's online efforts shouldn't be discounted. His willingness to participate in a campaign event on Second Life shows that candidates are seeking to reach voters wherever they are -- online and offline, in the real and virtual worlds.

Virtual worlds such as Second Life are still very much emerging.  Second Life reached 600,000 registered members just yesterday, which hardly makes it a critical mass “medium,” but understanding the need to reach people where they are and a willingness to experiment – that’s critical.

The Forward Together Political Action Committee blog has more, and promises to release a video of the Second Life event.

The transcript of the in-world event is at New World Notes here.

Photo credits:  Forward Together PAC

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