2006MAY231504
update
DAY 3 - Afternoon Tea 2
DAY 3 - Afternoon Tea
DAY 2 - reflections of day 2
DAY 2 - Making a dork of myself
DAY 2 - I explore walking...
DAY 2 - A busy area with tutorials
DAY 2 - Meeters & greeter - I dont get it?
DAY 1 - first contact
DAY 1 - Body mods
DAY 1 - Uninstall, configure, login
next >>>
DAY 3 - Afternoon Tea 2
This has to be one of the nicest places I've found. Plenty of attention to detail in objects & their interaction. Not many people around but plenty of (natural) things to look at. I was particularly fond of the custom birds fluttering around in the garden.
Dropped a message using the IM to the owner Weedy and had a quick chat. Each of the items on the table have both an owner & creator which you can look at. If your smart enough you might try to build everything. But if you look at these items you realise they not only have shape but texture as well So you would be awfully busy.
Stuff
So what opportunity is there for startups, hackers, software developers and the like? Well lots, but different to what you might first come up with. Heres my take.
The SecondLife meta world is a software construct with a physical presence. People in the guise of avatars interact with objects. The trick is these objects can take on any form & have some processing interaction associated with them. If you want to build software you going to have to build objects that not only function well but look good. So not only are you going to have to understand software and systems but also 3d objects, design and the visual arts.
The IPod factor
SL has many different participants but the audience that will have the biggest impact will probably be most familiar with consumer goods, IPods for example. Just as they like the sleek design in the real world, these users will distinguish between a knock off and the real-thing in their second life. Users relish the ability to play music stored on chips that play even when you jog and dont get scratched. They crave access to the lasted tunes that can be downloaded in their player - for little or no money.
How
The real opportunity comes from realising the real world aspirations of consumers with the unlimited (to a degree) physical constraints of the virtual world. A successful commerce model to sell may lie in real-world consumer engineering which combine disciplines of software, hardare engineering along with industrial design, marketing and brand and an understanding of the micropayment system SL has in place.
Virtual startup
So startups exploit the exepctations of the IPod factor & adjust their engineering to take into account the user along with the opportunities of an unlimited virtual world will find more opportunity than those peddling more scripts.
2006MAY231504
update
DAY 3 - Afternoon Tea 2
DAY 3 - Afternoon Tea
DAY 2 - reflections of day 2
DAY 2 - Making a dork of myself
DAY 2 - I explore walking...
DAY 2 - A busy area with tutorials
DAY 2 - Meeters & greeter - I dont get it?
DAY 1 - first contact
DAY 1 - Body mods
DAY 1 - Uninstall, configure, login
next >>>
DAY 3 - Afternoon Tea 2
This has to be one of the nicest places I've found. Plenty of attention to detail in objects & their interaction. Not many people around but plenty of (natural) things to look at. I was particularly fond of the custom birds fluttering around in the garden.
Dropped a message using the IM to the owner Weedy and had a quick chat. Each of the items on the table have both an owner & creator which you can look at. If your smart enough you might try to build everything. But if you look at these items you realise they not only have shape but texture as well So you would be awfully busy.
Stuff
So what opportunity is there for startups, hackers, software developers and the like? Well lots, but different to what you might first come up with. Heres my take.
The SecondLife meta world is a software construct with a physical presence. People in the guise of avatars interact with objects. The trick is these objects can take on any form & have some processing interaction associated with them. If you want to build software you going to have to build objects that not only function well but look good. So not only are you going to have to understand software and systems but also 3d objects, design and the visual arts.
The IPod factor
SL has many different participants but the audience that will have the biggest impact will probably be most familiar with consumer goods, IPods for example. Just as they like the sleek design in the real world, these users will distinguish between a knock off and the real-thing in their second life. Users relish the ability to play music stored on chips that play even when you jog and dont get scratched. They crave access to the lasted tunes that can be downloaded in their player - for little or no money.
How
The real opportunity comes from realising the real world aspirations of consumers with the unlimited (to a degree) physical constraints of the virtual world. A successful commerce model to sell may lie in real-world consumer engineering which combine disciplines of software, hardare engineering along with industrial design, marketing and brand and an understanding of the micropayment system SL has in place.
Virtual startup
So startups exploit the exepctations of the IPod factor & adjust their engineering to take into account the user along with the opportunities of an unlimited virtual world will find more opportunity than those peddling more scripts.