back to the future

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“Back To The Future” Gwyneth Llewelyn Innovation Week ’08 Orange Island, September 29, 2008

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A review of the most innovative technologies that were launched in the Second Life® environment and how it completely modified and transformed it.

TRANSCRIPT

Page 1: Back To The Future

“Back To The Future”Gwyneth Llewelyn

Innovation Week ’08Orange Island, September 29, 2008

Page 2: Back To The Future

What innovations changed Second Life® completely?

Clues to find them:

“Disruptive innovation”: suddenly a host of new things start to become common, when they were unthinkable before

Fads that never go out of ‘fashion’

Page 3: Back To The Future

Since we just have one hour....

... we’ll focus on the kinds of innovations that unforeseenly changed the way we think about Second Life®

Often Linden Lab introduced them with completely different goals

Residents, however, transformed them and created something new

Page 4: Back To The Future

The Economy

Second Life started... without the L$!

Allowed residents to exchange goods and services using a micropayment currency

Things like the LindeX (after the Gaming Open Market exchange) were unplanned and unexpected!

Page 5: Back To The Future

Lessig’s IP-on-a-prim

Intended to allow deeper-grained control in collaborative building

Instead: it made SL an one-of-a-kind virtual world, the single one featuring only user-generated content!

Page 6: Back To The Future

Animations

Introduced in June 2004

Linden Lab thought about “emotes” (inside gestures)

But... it was used by the dance industry

... and made the whole sex industry go through a Renaissance!

Page 7: Back To The Future

Flexible prims (flexies)

A nice addition to tortured prims allowing new types of building elements (e.g. flags, awnings...)

Totally used by the fashion industry!

The same applies, of course, to sculpties

Page 8: Back To The Future

Web connectivity

June 2004: XML-RPC allows webservers to communicate with in-world objects (before that: email)

Planned to allow simple interactions with remote databases

... but we got web-based shops, market exchanges, social site mashups...

Page 9: Back To The Future

Voice

Planned to “keep up with the competition” who used voice for gaming purposes

But we got business conferences, seminars, live music, even talk shows...

LL is the world’s second largest VoIP operator after Skype (in just one year!)

Page 10: Back To The Future

Streaming media

Perhaps thought to allow people to tell their friends what they were listening to...

Generated a huge music economy, where DJs and live musicians now work full time, and radios and in-world TV stations offer regular features

Page 11: Back To The Future

Resident innovations!

Mostly they addressed SL’s limitations by clever tweaking of certain features, exploiting bugs, or thinking out-of-the-box

Some have become so popular and universal that residents think it was “planned this way”!

Page 12: Back To The Future

The Ugly Avatar

Newer generations will never remember Ruth any more, but...

we all have prim hair, shoes, and skirts

animation overriders & dance bracelets

avatar radars

skins

Page 13: Back To The Future

Extending Second Life

If Linden Lab were any other company (think Kaneva!), these would be part of their services:

SnapzillaThe online webshopsSL Profiles

LindeX is just LL’s clone of the GOM

Page 14: Back To The Future

libOpenMV

Formerly known as libsecondlife, this is a re-engeneering solution to talk to SL without using a 3D viewerIt brought us CopyBot and LandBots... but also all sorts of new ways of get rid of LL’s imposed limits on LSLStatistics, metrics, mapping, invites...

Page 15: Back To The Future

The future?...

As we will see later, new technologies might become the next ‘disruptive technology’

Page 16: Back To The Future

Thanks for your time!

Feel free to IM me or email me at [email protected]

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