Back To The Future

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    Back To The Future - Presentation Transcript

    1. “Back To The Future”
      • Gwyneth Llewelyn
      • Innovation Week ’08
      • Orange Island, September 29, 2008
    2. 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’
    3. 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
    4. 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!
    5. 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!
    6. 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!
    7. 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
    8. 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...
    9. 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!)
    10. 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
    11. 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”!
    12. 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
    13. Extending Second Life
      • If Linden Lab were any other company (think Kaneva!), these would be part of their services:
        • Snapzilla
        • The online webshops
        • SL Profiles
        • LindeX is just LL’s clone of the GOM
    14. libOpenMV
      • Formerly known as libsecondlife, this is a re-engeneering solution to talk to SL without using a 3D viewer
      • It brought us CopyBot and LandBots... but also all sorts of new ways of get rid of LL’s imposed limits on LSL
      • Statistics, metrics, mapping, invites...
    15. The future?...
      • As we will see later, new technologies might become the next ‘disruptive technology’
      • Thanks for your time!
      • Feel free to IM me or email me at [email_address]

    + Gwyneth LlewelynGwyneth Llewelyn, 2 years ago

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