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

San Jose Tech Museum Opens in Second Life

Thetech_001 "The Tech," as The Tech Museum of Innovation in San Jose is lovingly called, today launched a virtual replica in Second Life - kind of.  The building may look familiar, but the mission is to encourage the re-thinking of museums, exhibits and to explore the next iteration of "the museum."

The grant that made the virtual initiative possible mandates that it be a service to the museum community, according to Nina over at Museum 2.0.  To that end, the project is actually both a web space and a Second Life space to prototype exhibits, collaborate, or propose exhibit ideas.  As an incentive to get collaborators collaborating, there is a $5000 award being offered to an exhibit deemed "spectacular" enough to be carried out in the real world museum.  The exhibit must be in the "Art, Film, Music and Technology" category and created during the incentive period which ends in June.

The initiative is a combination of a web community site, called the Museum Workshop and Second Life, tightly integrated.  The web site allows members to post a proposed project and recruit others to join the project.  It allows collaborators to have a project wiki, share project assets and publish a project task list.  Second Life is used to build, co-create and prototype the exhibit projects.  There is an idea area for those who aren't creator-types.  The accompanying blog is an update and conversation space.  Everything is made available under a Creative Commons license.

Nina says the space will have a full slate of programming such as classes, design reviews, Q&A sessions, and tours.    There is a tutorial on  interactive exhibit design (business communicators this is a great opportunity to learn about interactive design!).  Tours are every day at 11:00 a.m. SLT, and scripting and building classes every Thursday at noon SLT.

The space is not populated with exhibits, as the hope is it will be filled with the collaborative projects in progress.

This is a project that certainly has an awful lot of the right ingredients, and one that is on the radar to watch the progress.   

The project was funded by the Gordon and Betty Moore Foundation. Involve, Inc. developed the virtual version of The Tech.

For lots more information, read Nina's post about the project.

The Museum Workshop is on the web here.
The blog is  here.
Visit The Tech in Second Life here.

Read the official press release here.

December 11, 2007

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


Sky News Gets Rolling with Its 'Be A News Reporter' Challenge

Skynews_001 Sky News has been tinkering around in Second Life since the Spring, and launched their SL island early this summer.  In a welcome sign that they are moving forward with an in-world strategy, news comes from Armin Ruede at Sky News that they have launched a Second Life "Be A News Reporter" challenge. 

The UK news service is exending its RL commitment to citizen journalism into SL with this - "cit-j" is something Sky News has fostered since 2005.

Their promotional machinima gives you the low-down on submitting on-machinima news reports to Sky News for use on their web site - or if the reporter avatar has enough charimsa and news-worthy savvy - the virtual report may end up on UK TV.  Sky News is inviting uploads of the news machinima via their SkyCast social network and video sharing site.

Sky News has also assembled a reporters' kit that is available in their virtual offices.  It includes helpful notecards on how to frame a news report, some do's and don'ts, and some technical tips on audio and video.  Included is the "must have" Sky News microphone - "must have" because it is a requirement to have it in order for a news report submission to be considered.  And a nice, subtle, professional reporter-type animation that microphone enables for your avatar as well.

The Sky News reporter challenge runs through September 30th. 

There are some indications that News with a big "N" is starting to mature in-world - and that would be "News" as traditional public relations people know it.  There are of course many existing exceptionally good SL news outlets reporting on the day's events and analyzing the big issues - and they actually get it right. 

But the launch last month of SLPulse, a free press release service (web-based) by Cold Fusion Intertainment, in-world news HUDs like Reuters', and Sky News now encouraging in-world cit-j video news reports are just a few of the elements in the overall effort toward tackling the organization and distribution of News using methods businesses, media and communictors are comfortable with.  With luck these tools and services will take on SL news models that are less "gatekeeper" and more "News Infrastructure/Enabling." 

Skynews_005_2 This is Znetlady Isbell signing off for SL Business Communicators.  See you next time!


August 13, 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

Infinite Vision Media Social Responsibility Initiative Offers High-End Services to Second Life Bound Non-Profits

Ivlogo_sm By almost any measure, the gold rush in virtual worlds is here.  Infinite Vision Media is taking a step to ensure non-profits can stay with the pack with the introduction of their Social Responsibility Initiative.

Drew Stein, CEO of IVM tells me that the “IVM-SRI” is an end-to-end suite of services for non-profits and academic institutions to tap into the same enterprise-level creative and development services large brands can command.  IVM will be offering pro-bono services to structure the projects while assisting each non-profit to access and secure funding resources.

In conjunction with their Social Responsibility Initiative announcement, IVM disclosed they will be undertaking the pro-bono development of the American Cancer Society’s headquarters in Second Life.

As the demand for virtual world services heats up, so goes the retail prices for services to develop 3D content projects.  Developers will naturally be more than tempted to put greater attention and resources to easy-come, well-paying projects from corporate brands.

IVM’s initiative will level the financial playing field for their clients and help bring important and worthy projects into 3D spaces.

April 29, 2007

Gartner Predicts 80% Active Internet Users Will Live In Virtual Worlds by 2011

Gartner136 Gartner, of the famous Hype Cycle, released news out of their Gartner Symposium/ITExpo:2007 going on through tomorrow, that they are predicting 80% of active Internet uses will have some kind of a "second life" in a virtual world by 2011. 

Gartner also predicts that meaningful corporate use of virtual worlds will lag behind the influx of individuals into them, but that "the collaborative and social aspects of these environments will dominate in the future."

The Symposium is Gartner's premier annual event, geared to IT professionals, and it focuses on the emerging trends in business, technology and the economy.

According to their press release, Gartner is advising clients that virtual worlds is an emerging trend, and to go slow in investing until platforms are more stable the environments mature. 

Toward this end, Garnter offers five "laws" for participating in virtual worlds:

  • Virtual worlds aren't games, but they aren't parallel universes (yet)
  • Behind every avatar is a real person
  • Be relevant and add value
  • Understand and contain the downside
  • This is a long haul

Gartner's "laws" and advice are not necessarily more insightful than the conversations going on within the virtual world community, but it does encapsulate them nicely.

It also lends Gartner credibility to virtual worlds for businesses and as an evolution of the web and social networks, for commerce and business operations. 

The gold quote from the release:

"Despite the concerns within companies, don’t ignore this trend. They will have a significant impact on your enterprise during the next five years.”
---Steven Prentice, Gartner vice president and distinguished analyst

April 25, 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 Worlds: Where Communications and Art Collide

Machinima With the airing of the pre-Superbowl machinima promotion of CBS’s TV show Two and a Half Men and the Star Trek machinima spot CBS commissioned for State of Play and CES, machinima is obviously getting attention from the “massive media” outlets.  This may be due in small part to the interest surrounding Second Life, but I suspect it is more due to exposure to some outstanding machinima that TV and film talent scouts are finding on various video sharing sites.

Machinima actually has its roots in the 1980’s (yes, it pre-dates Second Life) on the earliest of personal computers, but the first “modern” machinima was in 1996, and were often referred to as “Quake movies.” Moo Money of The Grid Review in a Second Thursday meetup presentation about machinima talked a bit about the history, saying that players of Quake first started recording their in-game matches, which then evolved into creating story lines, acted out in-game by the players.

Machinima is indeed picking up steam, moving from a highly niche media format and audience to a wide number of interest groups.  Academia has embraced it as a serious medium for several years.  The University of Kansas is just the latest to announce a graduate course in their theater and film school called New Media and Cyberculture.   John Hopkins offers a course through their Digital Media Center; Harvard in their extension courses, and the University of South Australia through their (yay) communications department.

Why should machinima interest you?  Because it is exactly where web-based communications and marketing is moving to within 3d spaces like Second Life - where content and performance art collide.  As more immersive spaces become more accessible (to both the user and the content creator) content becomes animated, 360-degree, un-flat, multi-dimensional and multimedia.

Communicators will need to move toward thinking in visuals, about auditory experiences – and about how space (props) communicate the message.  Eventually performance art will be a required course for that communications, marketing or journalism degree. 

Take 5 minutes and watch this machinima, The Regenerated Dante Hotel.  It documents work going on in Second Life to animate an archive housed at Stanford University.   The project is ambitious and utterly fascinating, but to my point it examines: “innovative technologies to investigate archives and develop new digital models for introducing new forms of active engagement with them. ..The usual static notion of "document" is replaced by co-creative remaking."

By the way, this machinima sits in The Machinima Archive, which is being jointly created by Stanford University, the Academy of Arts and Sciences, the Internet Archive and Machinima.com for the historical preservation of this emerging media.  I encourage you to go there and browse through a sampling of the outstanding 500 or so machinima there produced in Halo, The Sims2, Doom, Half-Life, Second Life and more.

Photo credit: Netribution

Februrary, 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

Non-Profit Campaign in Second Life: The Follow Up

Mensadelapaz During the recent holiday season, Spanish non-profit organization Mensajeros de la Paz with the assistance of ad agency ArnoldFuel, brought a homeless child to Second Life to raise awareness and money.  It was widely reported on throughout the blogosphere.

Beth Kanter has done a follow-up interview with Mensajeros de la Paz which includes interesting details about the goals, logistics and results (monetary and non-monetary) of the virtual space campaign.  I encourage you to read it

Some highlights for communicators:

  • They integrated the Second Life campaign with a web site and a machinima video on YouTube and every person who spoke to homeless MensajerosDeLaPaz Jubilee was asked to go to one or both.

  • Avatar MensajerosDeLaPaz was kept active and never logged out.  Someone was assigned to him all the time, or the avatar was put into a sleeping pose.

  • Mensajeros de la Paz raised enough money to sponsor a child for a month, garnered more than 5000 views [now over 7000] of the video, 1500 web site views, and more than 40,000 mentions in the blogosphere.

  • Quote:  "What atracts people is really the experience, and that's why we didn't want to let the kid seated there motionless without anyone controlling him until we discovered how to let him sleep. If people ask, you have to answer."

  • Quote: "So, the world of SL is different from real world. There's no gravity, laws of physics doesn't always apply. But the people in SL are the same. Some are good, some bad, some indifferent."

Read the full interview on Beth's Blog.

Photo Credit:  Cory Edo on Snapzilla

January 14, 2007

 

Virtual NBC Launches in Second Life. Communicators, Rethink Media

Virtualnbc_1 Reuters reports today on Virtual NBC which launches [a movie promotion] today in Second Life.  It appears I wasn't too far off in my earlier post about iVillage's Girls Night Out in Second Life signalling NBC Universal's intention to explore 3D environments for new programming categories.

With CBS' Star Trek project also in development it is simply time to Rethink Media.

If you've doubted virtual worlds are a force to be reckoned with in communications, this should make you sit up and take notice. 

Televison is a natural fit for virtual worlds.  We can fairly easily see how stories in moving pictures translate well into 3D environments.  Afterall, in a production environment there are 3D sets which replicate a "real world" environment where actors take on roles and words to tell a story.  With film and tape, the experience for the audience is 2D.  No more - and we won't have to wear those silly glasses.

Our brain's pre-frontal lobe has a natural capacity to simulate experiences in our minds.  Add the sensory, interactive and spatial properties a 3D environment offers and you have the ultimate "theater of the mind."    

TV (and film) is about telling stories.  So is business communications.  The term "telling stories" is part of our professional lexicon - telling the company story, advocacy story, the product story.

As communicators, we often rely on massive media to tell our stories.  They will always be part of the media mix.  But, if the channels for our stories are beginning to think 3D, we will need to provide them with appropriate content.  We need to think 3D.  Our audiences will think 3D (game babies already do).  We need to think new content categories.

Framing virutal worlds as theater of the mind opens new possibilities for all types of business, media and learning applications.  The ability to create and set any virtual stage, build the props and animate the environment is bringing performance art to a new level - the desktop.

January 12, 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

------------

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

------------

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

------------

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

------------

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

------------

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

Darfur Event with Mia Farrow Scheduled in Second Life for January 9.

Halocaust_002_2 As UNICEF Goodwill Ambassador, Ms Farrow will be in-world at the Infinite Mind virtual broadcast center in Second Life to discuss and answer questions about the worsening situation in Darfur and Chad.   She has just returned from her fourth visit to the region and will be returning there again in February. 

The mixed-reality event is scheduled for 11:00 - 12:00 noon (SLT)/2:00 -3:00 p.m. EST January 9, 2007.  It will also be simulcast to two other regions in Second Life:  Camp Darfur and Global Kids on the SL Teen Grid.

This is a re-schedule of an event, sponsored by the Committee on Conscience of the U.S. Holocast Museum, that was to take place in early December, however a real world fire in the building housing the Infinite Mind studios prevented it from happening.

Halocaust_004 To accompany the radio discussion and interview, Lichtenstein Creative Media, producers of the Infinite Mind radio show, created a visual exhibit on the Infinite Mind sim that replicates the photography exhibit, Our Walls Bear Witness: Darfur  – Who Will Survive Today? The original exhibit was projected onto the walls of the Holocaust Museum in Washington D.C. last November during the Thanksgiving holiday.  However virtual the exhibit may be, it is powerful, moving and an excellent example of  media in Second Life.  See my earlier post about this Second Life exhibit space.

According to the press release Bill Lichtenstein, president of Lichtenstein Creative Media sent over today there will be several others speaking at the event:

John Heffernan, who has traveled extensively throughout Sudan and the region, coauthored the 2006 report “Darfur: Assault on Survival” for Physicians for Human Rights,  and serves as Director of the Genocide Prevention Initiative for the United States Holocaust  Memorial Museum’s Committee on Conscience;   

Ron Haviv, the award-winning photojournalist, whose images of Darfur are part of the virtual  event;   

Ronan Farrow, who has served as a UNICEF Spokesperson for Youth in Sudan, as a  representative of the Genocide Intervention Network, and has written extensively about the  situation in Darfur; and 

Bill Lichtenstein, president of Lichtenstein Creative Media, and Senior Executive Producer of  the national, weekly public radio series The Infinite Mind, who will moderate.

To quote from Bill's email:

The event comes at an especially critical time, as the situation in Darfur continues to worsen dramatically in recent days. Reuters reports that as the conflict enters its fourth year, the fighting, which has driven 2.5 million Darfuris from their homes and killed an estimated 200,000, but was mainly concentrated in remote villages, now engulfs the main towns.  As a result, the world's largest humanitarian operation in Sudan's remote west, involving 14,000 Humanitarian Aid workers, is becoming increasingly threatened. 

The event is free and open to the public and press.  The Infinite Mind sim is located here.

If you cannot attend the live in-world event, don’t miss the chance to see the exhibit.  It will be open in Second Life until the 31st of January, 2007.

January 2, 2007

Second Life: Tips for Business

An article I wrote a month ago or so for Optimize Magazine will be hitting the newstands on January 1.  Some of the verbiage that went under the editor's knife was a side piece with a few tips for businesses who are moving into Second Life, or are considering some of the other "outside world" opportunities the interest in virtual worlds is fueling.

So, here are those tips:

Invest time before money.  Appoint a 3D liaison to inhabit and learn about virtual worlds for your potential applications. 

Purchase your name.  Not all worlds offer them, but Second Life is offering custom last names which can serve to identify your team or employee avatars.

Create avatar guidelines.  You have a blogging policy, right?   Okay, well get one of those too.  Create guidelines for your group or employees while operating in world under your organization’s name.  The breadth of activities available within Second Life is rather robust.  Some may not be consistent with your brand image.

Find and leverage the social and information structures.
  Social virtual worlds are social – incorporate social activities and the existing social structures into your strategies – and  go ahead and create new ones.

Don’t replicate 2D experiences in a 3D world.  Three-dimensional spaces offer expanded opportunities for engagement with all types of content, but not everything is better in 3D.  PowerPoint bullets are just as boring to an avatar – how about walking your audience through the issue as a 3D model?

Embrace the “Game Babies.”  Develop for them and win. Hire them – and listen.  There are real generational differences that can both challenge and enlighten your teams.  Remember that the true “gaming generation” is just beginning to enter the work force and their interactive and social expectations are high, and are a rich source of innovation for your organization.

December 22, 2006

Public Affairs in Second Life: Crisis in Darfur with Mia Farrow

Halocaust_002 Last Friday Lichtenstien Creative Media was to hold an interview and visual event in the Infinite Mind sim with actress and activist Mia Farrow, sponsored by the Committee on Conscience of the U.S. Holocaust Memorial Museum.  Ms. Farrow was to discuss the worsening situation in Darfur and Chad amid images that needed no words.  Tragically, a real world fire emergency kept the event from happening on Friday as scheduled.

The event will be rescheduled according to the LCMedia web site.  LCMedia are the producers of the Infinite Mind radio show.

In the meantime, the Infinite Mind outdoor visual event is available on the sim.  It replicates the photography exhibit, Our Walls Bearing Witness – Darfur: Who Will Survive Today?, that was projected onto the walls of the Holocaust Museum in Washington D.C. during the Thanksgiving week in the U.S.   

The virtual exhibit was scheduled to be dismantled on December 12,  however, in light of the circumstances, it may remain until the interview can be rescheduled. It also includes a video of the real world exhibit installation.  Don’t miss out.  Take a few minutes and teleport over.

This is yet another example of the powerful communications tools Second Life affords. 

Halocaust_005 I often refer to “360-degree” content when urging clients and colleagues to rethink information presentation in 3D spaces.  By that, I don’t necessarily mean an object which an avatar can walk around, through or physically interact with.  I also mean rethinking more powerful content through multimedia.

Second Life is global.  Issues we want people to experience often have universal impact.  We cannot rely on language to communicate here.  Some things become diluted with language.

Rethink media.

Holocaustmuseum











The Infinite Mind is located in Second Life here.

For more information on the real world event, see the Holocaust Museum web page.

December 10, 2006

Public Affairs in Second Life: Alzheimer Society of Ontario

Alzheimers_001 The Alzheimer Society of Ontario, in partnership with the Second Life Library 2.0, is hosting a moving exhibit in Second Life called Remember Us.  The photo exhibit features eloquent black and white images captured by Canadian photojournalist Cathie Coward.

Some of the most powerfully delivered experiences in Second Life are delivered simply.

Although the brand builds of recent months are impressive, very few communicate.

The temptation is to overwhelm our senses with the surroundings, demanding our pre-frontal lobes create the “being there” experience. Because we can do anything here, the temptation is to do it.

Second Life presents opportunities to experience an issue – not just a space.

Our brains are wired for simulation - that is what our pre-frontal lobes are for. Virtual social worlds like Second Life lend to captivating the brain completely and engaging the emotions through that “being there” reaction. 

It seems counter-intuitive in such an immersive place to let the silence and inherent simplicity of the Second Life environment speak our messages.  In it lies the opportunity to transcend the noise of the real world.

Alzheimer_000_1 As you enter the front door of the Remember Us exhibit a quiet question lies before you:  “What if everything behind you was forgotten?” 

There is something about walking in silence among the larger-than-avatar images that makes me wonder over and over. 

Message delivered.



The award-winning Talk for Memories podcast series will be available at virtual podcast listening stations, along with a 20-minute streamed documentary, Coffee and Prayers, which tells of the impact of the disease through a caregivers story. 

Shadow Fugazi, curator, and Medium Helevtic (Wayne MacPhail), emerging media consultant, are also including some brain games and a walk-through brain in the exhibits they are building.

The Remember Us exhibit leads off the Society’s 2007 Alzheimer Awareness campaign and is the first of several virtual initiatives it will stage in Second Life.

Alzheimers_003_1 Remember Us runs from December 14 at 5:00 p.m. through the end of January. Donations are being accepted in Linden dollars with the proceeds being used to create additional Alzheimer-related educational spaces in Second Life.

The press release has been posted at the Info Island blog.

The exhibit slurl at Info Island II is here.

And, if you’ve never visited the Second Life Library 2.0, check out the expansive work on information delivery being done in Cybrary City. Slurl for Cybrary City is here.

December 10, 2006

Join the Second Life Group

Our group is focused on business communications in SL. Get group notices of our in-world events as well as special Second Life information or announcements. Search Groups in Second Life for "SL Business Communicators." Click Join. You're in!"

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Virtual Linda

SL Avatar Name: ZnetLady Isbell
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