The ARCH


Highlights of Orange Island panels on Architecture: Guest post by Jaz Beverly
November 20, 2008, 10:25 pm
Filed under: Uncategorized | Tags: , , , , ,

This is a guest post by Jaz Beverly, cross posted from her blog ‘Metaversity.’

first-panel

photo by Jaz Beverly

On day three of Architecture Days on Orange Island, there was much discussion of balance between how much is preplanned, and how much of community architecture and infrastructure should emerge from residents. General agreement emerged that too much pre-planning kills community and can create very boring architecture. But too little can lead to a visual jumble and lack of community.

Michael Linden made the point, contested by some, supported by others, that there is a certain amount of infrastructure – roads, railways, monorail, green spaces – that can be extremely difficult if not impossible to retrofit once a community has moved in. Better to provide those up front, and, as the Linden Labs are currently working to do, perhaps provide a suggestion of a theme for an area, and then let the people who move there work out the rest.

JeanRicard Broek riposted that historically communities have come together in communal places oriented around trade, but in Second Life teleporting makes it possible for the shops to be anywhere. No need for communal spaces around economics. But in Caledon, as well as in other sims, real community has emerged from shared interests.

He argued that creating a themed space and expecting people to move in and form communities of interest afterwards is going about it backwards.

(I found this particularly interesting because I wondered how it might affect themed builds like my beloved hometown, SL London. It has a talented building and management team and an active core community of devoted residents. In the process of creating room to grow, a significant number of shops and apartments have recently been built that are now waiting for people to show up and rent them. The interests that bind the group are loose and general, such as an affection for RL London, the UK, and modern urban aesthetics or the desire to party and play with other international citizens. These broad themes facilitate community diversity, which is much appreciated by current residents and visitors. But will the general ties that bind us also make it more difficult to build and maintain a strong base of participants, since they can easily have these very general needs met many places in the metaverse?)

Broek asserted that in Second Life the most successful communities and builds have come from people who have come together around common interests – the people gathering FIRST – and then creating a place together where those interests could be shared and other people with similar interests could join them.

(It does seem likely that Caledon and her sister communities indeed benefit both from the people having coming first and from how specific their common interests are. Such specificity results in community events and connections that are only relevant and available in a very limited number of sims. Intentional community does tend to arise from shared values, ideals, and/or vision. But there is also tremendous amount of unintentional community in the world – coworkers, neighbors, family members, etc. who may have very little in common except geography, the same boring work environment, or some random DNA in common and yet they manage to come together in meaningful and supportive ways.

But I digress…)

Michael Lindon suggested that over the next 10 years, the way Second Life is structured will naturally evolve and bring with it changes in architectural and community patterns. What if instead of parcels being in square meters they were in 3 or four dimensions? Or if multiple audio streams were possible within a single parcel? What if tools emerge that allow communities to build things like road collaboratively? Simple things like this could radically change the space in which things are built and the ways people come together. [Such ideas, he was careful to note, merely serve in this context as hypothetical examples and in no way are meant as any kind of indication or announcement of specific upcoming features from Linden Labs.]

There was also some buzz in the panel and in among the attendees about how thus far most of the architecture in SL merely reflects the RL, but how that will change as time goes on. This thread was picked up by a later panel, in which there was some discussion of asking the pixel what it wants to be. The later panel and discussion also raised some interesting ideas about where architecture in SL could ultimately evolve including

(1) being more like a liquid than a solid artifact — flowing in response to how the space is used, making the right response in that moment of time

(2) more hybrid vigor from collectively generated work than from architecture produced by a single person’s vision

(3) more deleting and rebuilding! One panelist challenged communities not to be so static in their builds but to keep changing things. Why should buildings be any more static than avatar clothing or shapes?

The other session I really appreciated was very brief, but involved the presentation of a truly remarkable and intriguing achievement: a WikiTree to facilitate collaborative design. The presenter, Keystone Bouchard (Jon Brouchoud in real-life) co-founder Studio Wikitecture with Ryan Schultz (Theory Shaw in SL), worked with i3D to develop a tool that would help to evoke the much vaunted wisdom of crowds. They believe that decentralized groups of people can work together to create much more than the sum of their individual parts, and that this is in fact occurring and will continue to do so especially in the three dimensional web. He asserted that this will result in an explosion of advances in all sorts of areas that will rival the industrial revolution.

His current project, wikitecture, is about wondering how this could be facilitated in Second Life. They began by creating a meeting place for architects, and inviting them to build their ideas of how a particular type of space could work. The results were all individual and incoherent, with everyone just building something in their own style. So they learned collaboration is more than just letting everyone build in a common place.

In the next phase they asked everyone to allow mod and copy on their builds, so that they could use and build on each others’ ideas. They also included a Flickr group, so people could share photos and ideas about what they were working on, and developed an archiving kiosk which allowed rollbacks – which was closer to how a wiki would work. All of this resulted in better and more collaborative design.

In the current, 3.0 phase of the project they have built a new tool to support inworld collaboration – the WikiTree. The trunk contains tools for both construction and evaluation of forms. They ask everyone to use prims they rez from the tree when building models for group consideration, and the embedded scripts in those prims communicate back to the tree, and permissions are pre-coded to allow mod and copy.

Each design resubmitted to the WikiTree creates a leaf in the canopy that has a different design idea. Click a leaf and that idea is rezzed in the space. Each leaf is branch off of its parent leaf if it is a modification of an idea taken from the tree. Everyone working on the project gets 3 positive and 3 negative votes. The votes color the leaves to reflect the votes received regarding each particular idea. The green leaves are most popular, red least, with yellow and orange in between. The red leaves are automatically pruned by the tree.

In this way, the WikiTree’s canopy represents visually the evolution of the design concept, and which ideas are most successful. When you submit a new leaf, it is also automatically reproduced on a web site so that it can be accessed out of world.

Using this method, a group of architects collaboratively developed a plan for a medical clinic in Nepal in this year’s Open Architecture Challenge. The design developed collaboratively using the wiki tree won the Founders award, which proved some potential. They are now working on a collaborative design of a virtual classroom for university of Alabama. For more info, see the blog at studiowikitecture.wordpress.com

Future plans for the WikiTree include a greater degree of granularity so that it would be possible for the group to vote on a particular aspect of a building in addition to the design as a whole. The team isn’t yet ready to open source the code, as they are still developing protocols and methodology. Still crashing a bit.

One thing the model shows is that even a little change or improvement can be a big contribution. Better results are achieved when participants submit designs to the tree for group consideration early and often (rather than attempting to submit a finished, polished design after working solo for an extended period of time).

One final takeaway for me from this experience was the realization of how much more efficient panel discussions are SL than in RL. As questions arise, they are submitted via chat and picked up by the moderator whenever they best fit the flow of the discussion. This also gives panel members a chance to see what questions are arising and reflect before being asked for a response, and other panel members can chime in with additional feedback without interrupting the speaker. A model of elegant efficiency!



Announcing Architecture Days on Orange Island

“In our discovery of the aspects that influence the most the residents life, we decided to focus on a topic that is at heart of the our experience in Second Life: Architecture.

From Monday 17th to Wednesday 21st, join us on the Orange Island for the Architecture Days. We will have promising panels dotted with talk-show, show&tell, class and demo.”

Count me in!  Learn more here: http://www.orange-island.com/?p=1114



2nd Live Commision #3: A Study in Reflexive Architecture
November 13, 2008, 9:06 pm
Filed under: Uncategorized

I’ve been hard at work on a commissioned installation for the Phoenix Scratch series, an extension of the Exeter Phoenix ‘2nd Live’ project.  The installation opens 6.30-7.30pm GMT, Monday 1 December 2008.

I’ve been posting some progress screenshots to this slideshow and welcome anyone to visit, heckle and critique me at the installation site anytime.

For more information, visit the 2nd Live site here: http://www.2ndlive.org/scratch/3-brouchoud.html



Metanomics: Liquid Artifacts: Architecture in Virtual Worlds
November 13, 2008, 8:49 pm
Filed under: Uncategorized | Tags: , , , ,

I’m honored to have been invited to the Metanomics stage this coming Monday, November 17th at noon (12:00) SL-time (PDT) to talk about architecture in virtual worlds.

To learn more, visit the Metanomics event page here: http://metanomics.net/Event111708



Tips for Establishing a Presence in Second Life
November 13, 2008, 2:48 pm
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As I roam the virtual frontier, I’m occasionally asked for advice about establishing a presence in Second Life, and I share the same bits of advice time and again. I thought I would share a summary of these points here for any readers considering the same, and invite comments, corrections or additions to the list from those with more experience.

Here are some general tips to get you started:

  • [updated addition, per colleague inquiries] – Start with Second Life. It is, by far, the most advanced virtual world platform that offers in-world building tools for user generated content. In my opinion, this feature is where the true game changing new frontier of virtual worlds lies, and what makes Second Life so unique among competitors – which don’t even come close. Plus, Second Life is still where the strongest community lives, and that means a lot. I realize many of us are patiently awaiting a stable version of OpenSim – and many are already working there. But I think we all recognize that it has a long way to go before it can become as stable as Second Life.  I think that will be the case for at least another year or two. By then, I would like to believe Second Life will be that much farther ahead. In sum, get a good start in Second Life before considering any alternatives.
  • Start small, with a few others in your organization who are also interested in exploring Second Life. Don’t waste your energy trying to convince people who aren’t interested! I consistently witness that some people ‘get it’ and some people not only don’t get it, but are seemingly opposed to it. There doesn’t seem to be much of a middle ground between these two polar extremes, and its best to focus on working (at first) with those who appreciate it at first glance or after a brief introduction. Demonstrate the value to the others by proving success with a small group before trying to expand support.
  • You don’t have to spend a lot of money! Enjoy the fact that its free! Use the sandboxes (we just opened a new one, HERE!) to learn the ropes, and get to know others
  • Read the blogs! There is a great list HERE.
  • Don’t use Second Life as a business collaboration tool for mission critical work! Focus on what Second Life is already good at; not as a replacement for other tools, but a means of augmenting those tools. If you reach a point where you really want to push the Second Life interface to a new level for business collaboration, consider Linden Lab’s and Rivers Run Red’s new Immersive Workspaces solution
  • Get to know the Second Life community – join groups, attend meetings, read blogs. Use the ‘search’ function to look for keywords for topics you’re interested in. Because everyone accessing Second Life is able to be in immediate contact with each other, you can meet some of the highest caliber individuals you’ll ever meet. The opportunities for networking and cross-disciplinary innovation increase exponentially if you reach outside the bounds of your own immediate plot of land!
  • Participate in the community, if you have time. Help organize meetings, set up your own group if you don’t find the one you’re looking for
  • Start an internal skunk-works group for anyone interested at your organizaton. Again, approach it as an experimental application, not as a replacement for your existing communication tools, but as a means of augmenting those tools
  • Use any/all of the great collaboration tools already available, at very low cost – use http://www.slexchange.com or http://www.onrez.com
  • Rent a small plot of land for a more permanent location, as needed – populate it with content you and you colleagues build, or prefab buildings you can purchase at the links listed above
  • Gradually prove the value of Second Life to your colleagues over time – share screenshots, machinima and appropriate links to resource materials to prove the value of Second Life to your colleagues over time. Record machinima and transcripts of your meetings, and post them to an internal location for them to review. It helps to show those who aren’t involved what they can expect to experience if they decide to join in the action. Machinima and screenshots help perforate the perceived boundary between real and virtual space
  • Use Second Life to engage long distance or remote workers. This is a great way to provide the perception of everyone working together in the same ‘place’. I’ve written more about that here, here and here.
  • When you do get a budget, you don’t necessarily need to spend it by hiring a ‘solution provider’ to build a bunch of stuff. Instead, try establishing some guidelines and let others in your organization generate most of the content, or obtain content created by the community. Just about everything you can imagine is already available at a very modest expense.
  • Instead of hiring a content creator, invest in the advice of a consultant who can provide ongoing and regular guidance to your team, be available to answer questions, teach newbies, give building classes, etc.
  • If you have specific buildings that need to be custom built by a content creator, use Second Life’s directory of ‘Solution Providers‘ to find the right team for your projects. The vast majority of my own clients found my listing within this directory, where you can find the right group for your project.
  • Don’t try to control the project too much! I really don’t think unique dress codes or strict rules governing behavior in SL is necessary on a formal level. It seems logical that if you’re representing a professional organization, your avatar should have an outward facing profile that reflects the same professional standards as that organization.

I’ve also observed three common mistakes or misconceptions that are worth mentioning.

  • First, is what I’ve called ‘the fear of being a newbie‘ – and being afraid to try anything or make mistakes. I already wrote about that on Clear Ink’s blog.
  • On the other end of the spectrum are those who want to do way too much, too soon. It is incredibly important to have realistic expectations, and to understand what can, and cannot be done in Second Life.
  • Finally, I’ve noticed lots of potential clients who are ready to hire a content creator, and have a budget – but struggle to even operate their avatar. I’ve made a point of avoiding projects altogether under these circumstances, and instead sharing some resources and links that will help them get up to speed before investing in a build. So often, people are excited and motivated by an article they read somewhere, and see Second Life exclusively as a marketing tool – or an opportunity for some PR. Second Life can certainly be great for both marketing and PR, but it has to be done properly, and will never succeed as an exclusive goal. These should only be bi-products of a more comprehensive multi-faceted strategy.

That’s all I can think of. What did I miss? What did I get wrong?



New Sandbox for Architecture Islands
November 12, 2008, 1:48 am
Filed under: architecture island | Tags: , ,

Come check the new Architecture Islands sandbox!  If you’re just getting started, this is a great location to learn the ropes and get to know the building tools.

The parcel is set to Auto-Return every 120 minutes, so be careful to save your creations occasionally (right click the entire build and select ‘Take a Copy’ from the pie menu).

Here is the location:

http://slurl.com/secondlife/Architecture/217/100/22/?title=Architecture%20Islands%20Sandbox

Enjoy!



Land Available for Rent on Architecture Islands in Second Life
November 6, 2008, 11:54 pm
Filed under: architecture island | Tags: , , ,

architecture-island_001

Sorry for the delay, but here are the parcels currently available on Architecture Islands.  Rent is 1.5 lindens per 1 square meter, and is due on the month-date you start renting (if you start renting on the 5th, your rent is due every 5th of the month).  Simple enough!  IM Keystone Bouchard with questions or inquiries.

Parcel 1: 4080 sqm = 6120 Lindens per month: http://slurl.com/secondlife/Architecture%20Island/230/203/22/

Parcel 2: 2912 sqm = 4368 Lindens per month: http://slurl.com/secondlife/Architecture%20Island/110/225/22/

Parcel 3: 10112 sqm = 15168 Lindens per month: http://slurl.com/secondlife/Architecture/200/81/22/