Monday, August 3, 2009

Milo

Meet Milo, a completely digital boy who can recognize human faces, voices and emotions. Developed by Peter Molyneux and his team at the digital game creator, Lionhead Studios, Milo represents the latest in human-machine interaction technology—a big step in artificial intelligence that will not just revolutionize computer gaming. It's also sure to influence the way people communicate across the metaverse—as well as offline.



Molyneux told the Webzine Eurogamer during the recent Electronic Entertainment Expo, where Milo was first unveiled, that the digital boy represents Lionhead's—and Microsoft's—efforts to push the boundaries of artificial intelligence. "The first thing we did was go round [to speak with] all the Microsoft people—the handwriting recognition people, the facial recognition people, the motion recognition people [involved in developing new upgrades for the Xbox 360]," Molyneux said. "We brought the technology together and put it in there. ...Milo can recognize what you're wearing. If he notices you've got dark bags under your eyes, he will say, 'You look tired today.'"

Milo is part of Project Natal—the code name for "controller-free gaming and entertainment experience" for the Xbox 360. The add-on peripheral lets users control and interact with the Xbox 360 without a game controller, but rather through gestures, spoken commands, and presented objects and images. A release date has yet to be announced for the upgrade, but Microsoft CEO Steve Ballmer says the technology will be incorporated into a new Xbox 360, due for release some time in 2010.

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Sunday, January 18, 2009

Mo' Real

A small group of social activists, journalists, and filmmakers has begun using Second Life to start covering the news. Leading the charge is Draxtor Despres [aka Bernhard Drax, a 38-year-old, Munich-born machinima hobbyist living in Pacific Grove, California]. Drax recently posted a report on YouTube telling how the incoming Obama Administration will use Second Life to help engage the public over health care reform. Here's that report, virtual video-style, below. [NOTE: Draxtor is the suited avatar with headphones.]



Drax, who has been experimenting with Second Life as a medium for news for nearly the past year, received international recognition in mid-December for his efforts [and recognition for Second Life as a new information medium] during the Paris celebration of the 60th anniversary of the Universal Declaration of Human Rights. There, Drax was awarded an "Every Human Has Rights" media award for his SL report, "Virtual Guantanamo," a feature story on the "virtual Gitmo" built in Second Life by filmmaker Nonny del la Pena and Peggy Weil, a professor at the University of Southern California. Their work, "Gone Gitmo," offers viewers an immersive experience about what it's like (no, really) to be a prisoner at Gitmo. See Drax's award-winning report, below:



Drax uses screen capture software to film events and gather interviews. Douglas Thomas, the director of USC's Network Culture Project, predicts an expansion this year in the use of the medium in education, journalism, and social advocacy, saying many nonprofits and social advocates also might start using Second Life as a new storytelling medium for encouraging public engagement in their causes. Says Drax: "How can we improve the real world? That's what I'm trying to focus on in Second Life." Drax will start filing reports next month from this virutal world for PBS's Frontline World. Said Drax, in accepting the award in Paris: "I'm proud I've gotten this award but it's a signal that this is viable, that this is legitimate, that this [SL] is not a game."

For more on the development of virtual worlds for social change, check out Games for Change co-founder Suzanne Seggerman and her work by clicking here to see her talk at the recent Pop!Tech 2008. Also check out Contribute Magazine's special report, The Cause Web, [September/October 2007], chiefly the story, Pixelanthropy, about the trend toward nonprofit activism in Second Life.

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Wednesday, August 13, 2008

Other-Worldly

Photographer, filmaker, and multimedia artist Douglas Gayeton is a new kind of digital storyteller. He creates immersive story experiences for virtual worlds and social networks, including Second Life, Gaia, Habbo Hotel and Sony Home—the first high-def virtual world (which released in public beta in June).

In case you missed it the first time around, here's a clip from one of Gayeton's better-known projects, Molotov Alva and His Search for the Creator: A Second Life Odyssey. He wrote, produced, and directed this documentary, the first-ever shot entirely within Second Life. The highest-rated video in the world on YouTube, Molotov Alva was purchased recently by HBO.



Gayeton is the chief creative officer at Millions of Us, a San Francisco-based agency that specializes in marketing programs in Second Life. He is preparing a one-man retrospective of his works for Slow Food Nation, a San Francisco celebration of the sustainable food movement that's to be held at Fort Mason over the Labor Day weekend.

I will be sitting down with Gayeton in Chicago in early September to hear about his plans for using virtual environments to raise awareness of social issues. "People sometimes use virtual worlds to redefine themselves and the world in a way that's closer to the vision that they have of it and themselves," Gayeton says. Watch this site to learn more about Gayeton and his thought leadership on the newest forms of social media for social change.

—Marcia Stepanek

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Saturday, April 26, 2008

The Wizards of Whyville



Still think virtual worlds don't (nor can) matter much in the real world? Think again. Not all virtual worlds are created equal. Just ask any 12-year-old if he or she has ever been to Whyville.

Odds are, that kid is one of the 3.5 million "tweens" aged 8 to 14 who spend, on average, at least a few hours a week on this 9- year-old virtual reality site--and has likely been doing so for years. Whyvillian Andy109, for example, has visited the site 2,304 times since he first registered on April 7, 2000. That's almost a rate of one visit per day for the past seven years, says Whyville cofounder Jim Bower, 55, the Caltech science professor who led the development of Whyville in 1999 and still runs the place. (I caught up with Bower this past week at this year's Digital Now conference in Orlando, where we were both presenting workshops on new trends in social media. Bower, aka "Super Id" in Whyville--a moniker for which he is famous among tweens--tells me that some 23% of all kids aged 6-17 already have a login in the virtual world, and that by 2011, that figure will more than double.)

But Bower and his cause-wired community of kids are just getting started, with a number of them now organizing clothing drives for the poor in Whyville, or waging nutritional action campaigns to fight anorexia and obesity among teens on and offline--based largely on what they've learned about economics, nutrition, and project planning in Whyville.

And don't be surprised if that 12-year-old you know also builds (or rents) a house in Whyville. Or drives a car there. Or is managing a virtual business--complete with employees, a payroll, and revenues to fuss over. Some even write for the Whyville Times (the virtual newspaper) about real-world social issues. When McDonald's first came out with its new line of salads to offer healthier fare, a Whyville Times reporter scooped the mainstream media a week later with a story proving that the line's nutritional value was as sparse as that of a Big Mac. "CNN did the story two weeks later," Bower says.

But what's really making cause advocates and organizational leaders take notice of Whyville is that it keeps maturing, expanding, and innovating--and with a cohesiveness and sophistication quite unlike other virtual worlds on the Internet so far.

Whyville is global. Kids log in from Afghanistan, India, China, Europe, South America, as well as from all over the United States. They share what's common among them more than their differences, Bower says. "In Whyville, kids mostly learn from each other about the impact of their actions on themselves--but they do so first in cyberspace, where the educational activities offered can promote socially responsible behavior," Bower says. ( Violating the community's basic rules of behavior, for example, can lead to a "muting" -- not being able to interact on the site for anywhere from 1-3 days.)

Not everyone is enamoured with Whyville: Some say Bower is building a cyberspace version of a "company town" -- controlled from the top and vulnerable to the whims of its creators. Bower, a passionate advocate for educational reform, vehemently counters by saying the site strikes a careful balance between self-government and adult "judicial" oversight to keep peace--not unlike a functioning democratic community anywhere. Better Whyville's participatory, grassroots "government" than no governance at all, he says.

A growing roster of organizations, schools, and corporations, meanwhile, are beginning to accept Bower's invitation to develop collaborative projects so that the learning can go both ways. (The U.K.'s EMI Music company, for example, has expressed interest in working with Bower to "build" a virtual recording studio in Whyville that would enable kids to write their own music, record it, and sell it to fellow Whyvillians for the site's virtual currency, called "clams.") Whyville's physical-world partners additionally include the National Science Foundation, The Getty art museum, Penguin Books, Scholastic, Toyota, Stanford University, and NASA--in all, 14 major national brands, eight nonprofit organizations, five governmental agencies, and six universities.

Says Bauer: "Virtual worlds do work, and have the potential to be the learning labs driving real change and more socially responsible behavior in the real world for decades to come."

Want to hear more? Tune into an interview with Bower aired by the Podcast Network. Here's that podcast.

What do you think?

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