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Artist Patrick Millard will be exhibiting images from his photographic series' [i]Anatomy
Studies[/i] and [i]Obstetric Repair[/i] through February, 2009 at the Cliffhouse Museum of
Contemporary Art in Second Life. The opening for the reception is Saturday, Dec. 6th at 2pm SLT
[5pm EST].br / br / 2008: Dec. 6 - Feb. 28, [i]Anatomy Studies | Obstetric Repair[/i], Cliffhouse
Museum of Contemporary Art,br / Reception: December 6, 2pm SLTbr / SL,
http://slurl.com/secondlife/Yongchon/39/194/24 [photography]br / br /
[img]http://www.patrickmillard.com/images/edema_constraint_pulse.jpg[/img]br / br / Patrick Millard
is an artist who originates from the small Western Michigan town of Lamont and now lives in Grand
Rapids, Michigan. His work in photography, painting, mixed media, sound and installation has
resulted in a diversified portfolio that addresses ideas about media, culture, technology and the
interactions that human beings have within their own synthetic environment. His work has been
exhibited nationally and internationally and continues to gain recognition.br / br / Recent
exhibitions include the international art happening, [i]Blow the City[/i] in Ghent, Belgium;
[i]Digital Fringe[/i] at the Melbourne Fringe Festival in Melbourne, Australia; [i]Fauna Show[/i]
at The Workshop Gallery in Bialystok, Poland; [i]Origins[/i] at the Fox Art Gallery in
Philadelphia, Pennsylvania; [i]Snap To Grid[/i] at the Los Angeles Center for Digital Art in Los
Angeles, California, and [i]A Million Little Pictures[/i] at Art House in Decatur, Georgia.br / br
/ In 2008, Patrick began to show work inside the virtual simulation world Second Life; exhibitions
that advance beyond two-dimension work and expand his ideas of simulation, virtual reality, and the
synthetic future where the physical object gives way to its virtual counterpart and its presence is
valued entirely for its idea rather than its place in space.br / br / Patrick received a bachelor's
of arts in photography from Grand Valley State University and a master's in fine arts for
photography from the Savannah College of Art and Design.br / br / He currently works as an adjunct
professor of photography at Grand Valley State University and is a photography instructor at the
Urban Institute for Contemporary Arts in Grand Rapids, Michigan.br / br / www.patrickmillard.comimg
src="http://rhizome.org/syndicate/nothing.gif?f=announce" border="0"img
src="http://feeds.feedburner.com/~r/rhizome-announce/~4/475718979" height="1" width="1"/
p —bImagine shutters N-Revolution gaming mag/b : UK-based magazine publisher a
href="http://www.imagine-publishing.co.uk/" title="Imagine"Imagine/a is pulling the plug on
N-Revolution, its Nintendo-focused title. But don't blame this one on the
economy—Imagine is folding the mag because its core gamer target doesn't seem
to be Nintendo's focus anymore. "[It] has become increasingly obvious that Nintendo's strategy for
Wii and DS ... has moved increasingly away from the hardcore gaming community that is our
specialty," said Damian Butts, Imagine's managing director, in an a
href="http://www.mcvuk.com/news/32563/Imagine-confirms-NRevolution-closure" title="interview with
MCV"interview with MCV/a. /p p —bRed Bull sets up shop in PlayStation Home/b :
Red Bull is developing an island inside iHome/i, Sony's long-awaited virtual world for the PS3.
Gamers will be able to race planes on the island in competitions modeled after the real world a
href="http://www.redbullairrace.com/" title="Red Bull Air Race World Series"Red Bull Air Race World
Series/a. Red Bull is the first company to set up shop in Home. a
href="http://www.brandrepublic.com/News/MostRead/866365/Red-Bull-becomes-first-brand-PlayStation-Home/"
title="Brand Republic says"Brand Republic says/a Sony (a
href="http://finance.paidcontent.org/paidcontent?Page=QUOTETicker=SNE" class="ticker"
title="SNE"NYSE: SNE/a) execs kept mum on additional brand partners, but said they'd announce them
in the coming months. iHome/i's public beta is slated for the end of this year. /p p
—bThe Army invades Second Life/b : Not content with using in-game ads to
recruit gamers, the U.S. Army is going virtual, setting up operations in a
href="http://www.secondlife.com/" title="Second Life"Second Life/a. The Army is building two
islands in the world: one will serve as a welcome center with an info kiosk and the means to
contact a recruiter, and the other will let residents test out various Army experiences, including
jumping out of a plane and using a weapon. Residents that do well in the simulations can earn
Lindens (virtual currency) that can be used to buy branded Army merchandise. It's a notable effort,
though a href="http://blog.wired.com/defense/2008/12/the-armys-new-f.html" title="Wired says"Wired
says/a Army brass has realistic expectations for just how effective a recruitment tool Second Life
will be. Still, no word on how they'll deal with the inevitable protesters ... or the escorts. /p p
iMore after the jump./i /pp—bGiant Realm bows social media platform/b :
Gamer-centric ad and media network Giant Realm has launched the Giant Realm Platform, a tool that
gives online publishers (particularly in the gaming and young men's entertainment space) a way to
add social media capabilities to their sites. Joining the Platform also nets publishers ad sales
support, an advanced CMS and a unified portal at a href="http://www.gameriot.com/"
title="GameRiot.com"GameRiot.com/a. Current participants include a
href="http://guitarheronews.gameriot.com/" title="GuitarHeroNews"GuitarHeroNews/a and a
href="http://starfeeder.gameriot.com/blogs/The-Starfeed" title="Starfeeder"Starfeeder/a, among
others. a href="http://corp.giantrealm.com/press/" title="Release"Release/a. /p p
—bKnowledge Adventure debuts kid-friendly virtual world/b : Educational game
developer a href="http://knowledgeadventure.com/" title="Knowledge Adventure"Knowledge Adventure/a
has launched a href="http://www.jumpstart.com/" title="JumpStart World"JumpStart World/a, a virtual
world based on its JumpStart brand. Geared toward school-aged kids (and their parents) the world
lets them create avatars, play learning games and socialize. JumpStart World runs on a $7.99
subscription, a href="http://www.worldsinmotion.biz/2008/12/knowledge_adventure.php" title="per
Worlds In Motion"per Worlds In Motion/a.nbsp; /p p —bActivision (a
href="http://finance.paidcontent.org/paidcontent?Page=QUOTETicker=ATVI" class="ticker"
title="ATVI"NSDQ: ATVI/a) working on iGuitar Hero 5/i/b : Activision Blizzard revealed plans for a
host of new advertiser-friendly games during a href="Massive Installs New Leader, Seals Extended Ad
Deals With Activision Blizzard" title="Massive's gaming upfront"Massive's gaming upfront/a in NYC,
including iGuitar Hero 5 /i and a iTony Hawk/i game that will likely come with a skateboard-style
controller. a
href="http://multiplayerblog.mtv.com/2008/12/03/activision-announces-guitar-hero-5-new-tony-hawk-call-of-duty-modern-warfare-2-more-at-in-game-ad-conference/"title="Via
MTV Multiplayer"Via MTV Multiplayer/a. /p p!-- iMark Logic Digital Publishing Summit, Thursday
November 6, Westin Times Square. Insight and perspective from Outsell, Gilbane, Simon Schuster,
BusinessWeek.com, more. Evening cocktail reception. Cost is complimentary. a
href="http://content.adbureau.net/accipiter/adclick/CID=000010cb0000000000000000/SITE=PC_US/AAMSZ=PREMB_NEWS/relocate=http://marklogicdps.eventbrite.com/"Register
now!/a/i --/p pa href="http://feeds.feedburner.com/~a/pcorg?a=H5QZSM"img
src="http://feeds.feedburner.com/~a/pcorg?i=H5QZSM" border="0"/img/a/pdiv class="feedflare" a
href="http://feeds.feedburner.com/~f/pcorg?a=oSYOO"img
src="http://feeds.feedburner.com/~f/pcorg?i=oSYOO" border="0"/img/a a
href="http://feeds.feedburner.com/~f/pcorg?a=TxOgO"img
src="http://feeds.feedburner.com/~f/pcorg?i=TxOgO" border="0"/img/a a
href="http://feeds.feedburner.com/~f/pcorg?a=ss3jo"img
src="http://feeds.feedburner.com/~f/pcorg?i=ss3jo" border="0"/img/a a
href="http://feeds.feedburner.com/~f/pcorg?a=Irr5O"img
src="http://feeds.feedburner.com/~f/pcorg?i=Irr5O" border="0"/img/a a
href="http://feeds.feedburner.com/~f/pcorg?a=7CBbO"img
src="http://feeds.feedburner.com/~f/pcorg?i=7CBbO" border="0"/img/a /divimg
src="http://feeds.feedburner.com/~r/pcorg/~4/475470084" height="1" width="1"/
German startup Club Cooee has
launched its 3D instant messaging service in private beta, and it doesn’t disappoint. The
service is a hybrid between traditional instant messengers like AIM and 3D social networks like
Second Life, allowing users to converse in chat bubbles while using their 3D avatars to express
emotions, and can also share photos and links visually. TechCrunch readers can grab one of 500
invites to the private beta here.
The application is very sleek, sporting an intuitive interface and quick, good looking graphics.
Each user can customize the appearance of their 3D avatar to their liking by modifying both their
physical appearance and purchasing in-game outfits using Club Cooee credits. Players can converse
either in private chats or as groups, and can meet in a number of public rooms designed to look
like virtual restaurants and meeting places. Each player is also given a room that they can
spruce up using a variety of in-game items, like televisions (which will be able to show YouTube
videos) and furniture.
To monetize, the site will allow users to buy extra credits to purchase virtual goods, and will
also offer premium services for a fee. Founder Alexander Jorias says that the service is also
planning to generate revenue with a number of B2B partners, and that little, if any money will
come from standard advertising.
While its execution is impressive, Club Cooee will have a few factors working against it. For
one, there’s no way to converse over the network when you don’t have the client
installed - you can’t message users via text messages, nor can you talk to them in a web
interface like meebo. The windowless
application may also confuse some users at first, as it can be easy to accidentally click on a
desktop icon or file while interacting with the Club Cooee client. And finally, it’s
Windows only at the moment (though a Mac version is promised).
Club Cooee will also be facing quite a bit of competition. There is no shortage of virtual
worlds, with available offerings like Second Life, Small Worlds,
Journeys (covered
here), and a number of kid-friendly worlds (Google’s attempt, Lively, is shutting its doors this month).
Crunch Network: CrunchBoard
because it’s time for you to find a new Job2.0
[i]ARTISTS AND INNOVATORS FOR THE ENVIRONMENT[/i][b][/b] Part Twobr / December 3 to February 3 br /
br / VISIONARY VISUAL AND PERFORMING ARTISTS AND CREATORS REACH A GLOBAL AUDIENCE VIA STREAMING
MUSEUM'S CROSS-REALITY 'ELECTRONIC SUPERHIGHWAY'br / br / br / Click here to view exhibition br /
www.streamingmuseum.orgbr / br / br / Streaming Museum is a new hybrid Museum that presents
real-time exhibitions in cyberspace and public space on seven continents. It is produced in New
York City in collaboration with international artists, curators, and cultural institutions.
Exhibitions are viewed in cyberspace at www.streamingmuseum.org and Ars Virtua New Media Center in
Second Life, and public locations around the world according to schedules listed on the website.br
/ br / "Artists and Innovators for the Environment" Part Two of the three-part exhibition series
that features over 30 international visionary creators, includes: Buckminster Fuller, design
scientist; Ben Edwards, painter; Andrea Ackermen, Kurt Ralske, Marty St. James, James Tunick, new
media artists; Agnes Denes environmental artist; Jacob ter Veldhuis, Emanuel Dimas de Melo Pimenta,
Stephen Vitiello, Julia Wolfe, composers; Jaap Drupsteen, Robert Snyder; Cedar Lake Contemporary
Ballet; video blogger David Jr. and rock band One-Eyed Doll on President Elect Barack Obama. br /
br / On October 3 Streaming Museum launched the exhibition series in collaboration with TED Prize
and the Urban Screens Festival in a simultaneous cross-continental broadcast of program content and
visual connection between the Time Warner Center at Columbus Circle, New York City, and Federation
Square, Melbourne, Australia. br / br / Taking inspiration from pioneer multi-media artist Nam June
Paik who in the 1970's envisioned an "electronic superhighway" as an open and free medium for
imagination and exchange of global cultures, the Museum launched on January 29, 2008 exhibiting
simultaneously on 7 continents, Paik's Good Morning Mr. Orwell - an entertaining mix of
international fine art and pop culture.br / br / br / Where to see "Artists and Innovators for the
Environment" br / br / Cyberspace locations: br / www.streamingmuseum.org and Ars Virtua New Media
Center in Second Life. br / br / Public locations: br / Africa: Ubuntu Center, Port Elizabeth;
Asia: Art Center Nabi, Seoul, Korea; Antarctica: British Antarctic base and Jubany Argentine
scientific base; Australia: Federation Square, Melbourne; Europe: 17 BBC screens throughout the UK;
North America: Chelsea Art Museum, NYC and Victory Park, Dallas, Texas, USA; South America: Centro
Municipal de Exposiciones Subte, Montevideo, Uruguay; and other locations. br / br / For exhibition
and information on public locations and schedules visit the Museum's website:br /
www.streamingmuseum.orgbr / br / br / Contact: br / Nina Colosibr / Founder/Creative Director,
Streaming Museumbr / 212-867-0883br / nina@streamingmuseum.orgbr / br / br / SPONSORED BYbr / FJC -
A Foundation of Philanthropic Fundsbr / ONSSI - On-Net Surveillance Systems, Inc.br / br / br /
Streaming Museum is a member of International Urban Screens Associationimg
src="http://rhizome.org/syndicate/nothing.gif?f=announce" border="0"img
src="http://feeds.feedburner.com/~r/rhizome-announce/~4/475087964" height="1" width="1"/
Larry Andreini thinks he can take on Pixar. The founder and CEO of Ridemakerz, a
rapidly growing chain of stores where boys can custom-build their own toy cars, is building a
virtual world for his 6-to-12-year-old customers and their cars. This virtual world is in
closed beta right
now, and will launch early next year. So will Pixar’s World of
Cars and startup Webcarzz (here’s
some good
background).
There is a gap on the Web between Webkinz and Club Penguin and the more adult social networks of
MySpace, Facebook and beyond, particularly for boys. Other than Pirates of the
Carribean Online, there is not much out there yet. Andreini wants to parlay the loyalty of
his customers into a virtual world where they can design and play with the exact same cars they
can buy in his stores. Making that connection between the virtual and the real, even if
it’s just a toy, is where he thinks he’ll have a leg up on the competition. The
virtual world he is building is also pretty advanced and goes way beyond being a slick brochure
for his products, although it is that as well. Kids don’t have to buy a car to play in the
virtual world, but the experience is better if they do.
The Ridemakerz virtual world is being designed by the Electric Sheep Company, which has a lot of
experience designing virtual experiences for corporate clients in Second Life. But this virtual
world will be entirely browser-based, built on top of its Webflock
technology platform (which I wrote about in
July). I was given a preview of the virtual world last week.
Before I get into the virtual world, it helps to understand the experience in a Ridemakerz retail
store. Boys come in and pick one of 70 different car body types and paint schemes. These are
scale plastic-mold replicas of real-world cars that Ridemakerz licenses from GM, Ford, BMW, and
other car companies. Then the boy tricks out his ride by picking the wheels, hubcaps, a chassis,
sounds, and other options. He takes all the parts to a pit and then builds his car right there in
the store, and then his mom or dad pays for it. A basic model costs only $27.50, but the options
add up and a single car with radio control can cost $120.
Andreini opened his first store in June, 2007, and now there are a dozen across the country. His
first store in Myrtle Beach, SC hit $1 million in sales 87 days after it launched. This year,
that same store hit $1 million in sales 53 days after June 1. He’s raised $23 million to
date from Norm Pozez, whose father founded Payless Shoes, and Build-A-Bear Workshop.
Build-A-Bear, which operates a retail chain with a similar concept around building teddy bears,
is also a strategic operational partner.
Ridemakerz offers online sales on its Website right now, but they are pretty minimal. Andrieni
estimates the e-commerce business will bring in about $250,000 this year. But he plans to invest
$3 million to $4 million a year in his new virtual world. He predicts:
I think the virtual experience is going to dwarf our real-world experience.
The virtual world is a combination of a social network, video games, and a complex inventory
system. Boys can design their own virtual cars online just like they can in the store. Electric
Sheep took CAD files of all the body designs and measured all the parts with micrometers to
render how each car looks. Then they converted that into Flash using 3D Studio Max and
Papervision3D. There are 649 million different combinations, and each one can be made into a real
car and bought, so Electric Sheep had to figure out a way to make sure that only parts that
really fit together could be created virtually. Depending on what parts a boy picks, it will
affect the performance of his ride.
Alternatively, a child who buys a car at a store can enter the unique Ridez Identification Number
(RIN) number printed on each one at checkout and he will get a virtual replica of that exact
design. So he can play with the same car at home and online.
Inside the virtual world, each child’s avatar is his car. He can drive around and see the
cars of other members who are online. There is no text chatting (for child safety reasons), but
each car has different “Zmotes” that get cooler the more points that are acquired.
The Zmotes start with things like puffs and smiley faces and graduate to explosions and
lightening bolts. The roads in the virtual world lead to different activities, including a
junkyard crane video game and a pitstop crew game that teaches time management.
Sibley Verbeck, CEO of Electric Sheep says:
We are trying to take the best parts of virtual worlds, MMOs, kids worlds , and bring that
out on the Web.
Once Ridemkarz launches this basic version, it can keep adding activities and destinations inside
the virtual world. There are already plans for user-generated content, such as letting boys
design their own race courses and then race their virtual cars on them. In the future, boys also
may be able to create their own outlandish designs that won’t necessarily be buildable.
It is an ambitious effort from an unlikely startup. Can they go up against the Pixars of the
world and win the race to create the first truly successful virtual world for boys? Or will this
be seen as nothing more than a way to hook kids on buying and upgrading their Ridemakerz cars?
Crunch Network: CrunchBoard
because it’s time for you to find a new Job2.0
Virtual goods were all the rage a while ago, but nowadays I
don’t hear that much about them. Perhaps everyone got bored of Second Life, companies
stopped opening virtual headquarters in virtual worlds, and WoW players…well,
they’re a lost cause anyway, tormented creatures always destined to live in the shadow
(also, Blizzard does not allow off-site trade with virtual money or goods from the game).
This doesn’t mean that the marketplace for virtual goods does not exist; it’s just
not that hip anymore. PlaySpan wants to
change this, and they’ve launched the PlaySpan Virtual Goods Marketplace which will contain
items from popular MMOs such as EVE Online, Gunz, Kal, Knight Online, Saga, Shaiya, Silk Road,
Soldier Front, Trickster and War Rock. This is not a black or grey market, though: only
publisher-approved items will be sold at PlaySpan.
PlaySpan focuses on the young audience who might not have access to credit cards (more
specifically, their dads told them they’ll throw them out in the street if they touch their
wallet again). Therefore, they’ve set up a number of alternate micropayment methods to give
the little rascals what they crave. Need a time code, a cool item, or some virtual money? No
problemo, you can buy them here if you have access to either a credit card, PayPal or PayByCash.
If you’re not convinced, PlaySpan sweetened the deal with an introductory offer: new
Marketplace customers will receive 100 free points on registration.
---
Related Articles at Mashable | All That's New on the Web:
The first grant competition for an online virtual world project that serves the community and
contributes to student learning will be held, also online, at Second Life on December 4, 7 pm
central time, according to the Jimmy and Rosalynn Carter Partnership Foundation and the
University of Texas. Four student teams from a UT course called "Working in a Virtual World" will
vie for the prestigious Carter Academic Service Entrepreneur grant, with a prize of $1,000 to
implement the winning project and certificates for students signed by President Jimmy Carter and
Mrs. Carter. The winning project will be the most innovative way for students to serve the
community online in the virtual world Second Life. (PRWeb Dec 4, 2008)
pimg class="float_right" src="/~~/f?id=4936dbc0796c7a4d005f8c4emaxX=240maxY=143" border="0"
alt="redbullplane.jpg" title="redbullplane.jpg" width="240" height="143" /Second Life has a
href="http://www.alleyinsider.com/2008/11/why-reuters-left-second-life-and-how-linden-lab-can-fix-it"stalled/a
and Google (GOOG) has a
href="http://www.alleyinsider.com/2008/11/how-google-could-have-made-lively-work"shut down
Lively/a, but the hope that 3D online spaces can attract advertisers just won't die./p pNext up
with virtual world advertising dollars: Red Bull, which is partnering with Sony (SNE) to put a
tropical island and airplane racing game on the PS3 virtual world "Home." Red Bull hosts real-life
air shows too, so the concept isn't out of the blue./p pDespite a spotty track record for virtual
world advertising, Red Bull is on to a good idea. The problem marketers ran into in Second Life was
they'd spend big bucks on a virtual storefront, and when people showed up there would be nothing to
do./p pYou can't build fun things for avatars in Second Life because the user interface is so
primitive that even walking is difficult. Both Pontiac and Acura tried giving away Second Life cars
based on real-life models, but the virtual cars steered worse than early-80s arcade games like
"Pole Position" and people junked them after five minutes./p pFor most corporations, Second Life
meant deserted "virtual stores" that became an embarrassment for the companies involved. The
handful of successful real world presences in Second Life -- both a
href="http://secondlife.reuters.com/stories/2008/05/20/cw-television-films-gossip-girl-machinisodes-in-second-life/"the
CW's "Gossip Girl" region/a and a recreation of the set from a
href="http://secondlife.reuters.com/stories/2008/01/10/showtime-mulls-expansion-of-sl-presence/"Showtime's
"The L Word"/a come to mind -- only took off after companies made long-term committments to tedious
and expensive event planning run by human staff./p pBut unlike Second Life (or Google's Lively),
the PS3 is purpose-built for gaming. If Red Bull can deliver a fun and free air racing game, the
company can step back and reap the benefits of positive branding with no further effort./p pAnd
there's an added bonus: Red Bull can be fairly confident no one will storm their PS3 island with a
barrage of a
href="http://www.alleyinsider.com/2008/10/second-life-offers-business-teleconferencing-now-penis-free"flying
penises/a./p pstrongSee Also:/strongbr /a
href="http://www.alleyinsider.com/2008/11/why-reuters-left-second-life-and-how-linden-lab-can-fix-it"Why
Reuters Left Second Life, And How Linden Lab Can Fix It/abr /a
href="http://www.alleyinsider.com/2008/11/how-google-could-have-made-lively-work"How Google Could
Have Made Lively Work: No Sex, More Ads, Firefox /abr /a
href="http://www.alleyinsider.com/2008/10/second-life-offers-business-teleconferencing-now-penis-free"Second
Life Offers Business Teleconferencing, Now Penis-Free/a/p pemPhoto: a
href="http://flickr.com/photos/nathaninsandiego/2474181009/"San Diego Shooter/a/em/p pa
href="http://feedads.googleadservices.com/~at/x-oBVf3RaUtt3KH9SAls8jPKF9U/a"img
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height="1" width="1"/
Virta-Flaneurazine (VF) is a potent programmable mood-changing drug for Second Life (SL). It is
identified as part of the Wanderment family of psychotropic drugs because it automatically causes
the user to aimlessly roam the distant lands of online 3D worlds. As the prograchemistry takes
effect, users find themselves erratically teleporting to random locations, behaving strangely,
seeing digephemera and walking or flying in circuitous paths. Many users report the experience
allows them to see SL in a renewed light, as somehow reconfigured outside the everyday limitations
of a fast growing grid of virtual investment properties. VF derives from a formula which the
authors of this study, Dr* JC Freeman and Dr* WD Pappenheimer, synthesized some time ago. The
clinical study will include an exhibition that dispenses and evaluates the drug for volunteer
subjects. The installation includes a comfortable multi-position mechanical chair, exam area, a
waiting room and live SL projection screens for patient and public viewing.p/pimg
src=http://rhizome.org/syndicate/nothing.gif?f=art border=0
Après les mobiles, les blogs et Second Life, le Téléthon mise sur le mur
publicitaire pour le parrainage en ligne. Particuliers et professionnels sont invités
à acheter leur espace.
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