Tags Posts tagged with "social networks @en"

social networks @en

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    Digiworldz cover

    Digiworldz logoDigiWorldz,  is a 3D platform for online communities of New York fonded by Terry Ford, Michael Sietz and Mark Wiseman specialised in virtual worlds on Opensim HyperGrid-enabled, that even having opened its doors recently has already ready to be rented, at 8 dollars per month each, 500 regions with a maximum capacity of 15,000 prims and 50 visitors at the same time. Competitively priced because usually with 8 dollars a month are obtained from regions 5000 prims.

    Even for this, probably, DigiWorldz already managed to put online over 300 regions, 95% fee as confirmed in an interview one of the three cofounders and current Cfo, Michael Sietz. DigiWorldz, which we propose to you, below, a filmed review bye Adam Time, is currently used primarily by individual users (although there were a few companies but they don’t use the Opensim platform for its social aspects, how to test some prototype application, or create derivative products, perhaps in anticipation of the launch of their own virtual worlds) and hosts a selection of HyperGrid ports  tested every day and that direct users towards quality content across the metaversein addition to presenting a selection of great HyperGrid destinations published every month in the grid and on its website in the section Discover The Metaverse.

    DigiWorldz, like some other virtual worlds hosted on Opensim (or “grids”), provides in particular filtereddestinations, namely that only allow certain content to leave the grid (egfull perm” contents), or only to a certain class of users to exit the grid to connect to other grids on Opensim, or even only to some access to the filteredgrid. This type of set-up make is used, among otheras already noted by Maria Korolov on Hypergrid Business, by grids like Kitely, Great Canadian Grid and 3rd Rock Grid, the latter founded in early 2008 by Terry Ford, who then moved the company after the mourning the tragic loss of his wife to illness  (Terry then returned to help the development of 3rd Rock Grid in 2012).

    Digiworldz platformIt would seem then that within OpenSim you are recreating, on the initiative of individual companies, the number of instruments, like the “guide to destinations” which have long characterized Second Lifeconfirming that if on the one hand the possibility of creating (and exchange) freely contents free or paid that is one of the forces that make use of virtual worlds by content creators, the need for users to have access only to a selection of the same remains high, which is not surprising if you think it is exactly the same way that works the web dominated” by Google and its online researche or by social networks like Facebook (with its own algorithms that select almost naturallywho and what each user can see in your stream of content).

    If virtual worlds and social media interest you, and want to know how to evolve as platforms like DigiWorldz, continue to follow Mondivirtuali.it even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it e su Paper.li and also on Youtube).

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      Meme cover

      #thedress memeIf in recent days you have been involved from the fateful questionwhat color is #thedress” (which incidentally is royal blue and black, as confirmed by Michelle Bastock, the stylist who has designed for the brand Roman, which has now put itback in the catalog for 50 pounds), you already know what is a meme, but for those who do not know this terminvented by ethologist Richard Dawkins in 1976, indicates a basic unit of human cultural evolution, an idea similar to a gene which can replicate, evolve or die, undergoing a selection in culture similar to that genes affected in the biological

      For bloggers around the world, however, memes have become synonymous with quizzes, challenges, and new surveys that people spread on the web making them moved from one blog to another. Social networks, online communities and virtual worlds see periodically appearing, spreading and passing away of meme.

      Strawberry memeAmong the users of Second Life, for example, a blogger like Strawberry Singh launches a regular basis, every week, a new meme strong graphic, since it requires, for those who want to spread the meme itself, the creation of themedimages that can go from reproducing movie characters through avatars and environments in Second Life (creating a sort of virtual “cosplayers”) the representation of the main problems that users encounter in theirsecond life”, from facing themes such as love, death and resurrection until more technical aspects such as the “numbers” of your avatar or the technical specifications of your computer.

      Deviantart memeStrawberry, like many other Second Life “residentsand in general virtual worlds users, is also present on many social networks and virtual communitiesso often her memes intersect with those launched from time to time by the different platforms as  Flickr, Deviantart or Second Life itself, perhaps unwittingly contributing to the evolution of memes themselves for subsequentcontaminations”.

      Of course not everyone likes the memes (how many of you rather than answer the question about the colors of #thedress said “stop it, I can not take it anymore!thus refusing the meme?), but the internet is wide and so are virtual worlds and online communities it hosts and so lovers of memes coexist peacefully with those who hate them.

      At Mondivirtuali.it we consider memes (whether they are songs, photographs, digital images, movies, chain letters, jokes and catchphrases) the “pepper” of the web and in most cases we like take part and disseminate. But what do you think? If you want to know more or want to offer your own opinion, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is even on Flickr, on Pinterest, on Scoop.it and on Paper.li, as well as on Youtube).

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      Google+ Luca SpoldiGoogle+ has now passed the 40 million users, as announced by the company in its latest quarterly earning release, but not everyone, even within Google, is convinced of its success. Indeed, in an email that should have remained within the company and instead was (accidentally?) published, a software engineer, Steve Yegge, argues that Google+ is “is a knee-jerk reaction, a study in short-term thinking, predicated on the incorrect notion that Facebook is successful because they built a great product. But that’s not why they are successful. Facebook is successful because they built an entire constellation of products by allowing other people to do the work. So Facebook is different for everyone. Some people spend all their time on Mafia Wars. Some spend all their time on Farmville. There are hundreds or maybe thousands of different high-quality time sinks available, so there’s something there for everyone”.

      While the error made ​​by the google team would consist, for Yegge, of thinking in this way: “Gosh, it looks like we need some games. Let’s go contract someone to, um, write some games for us”. “Do you begin to see – concludes Yegge nella mail ai colleghi – how incredibly wrong that thinking is now? The problem is that we are trying to predict what people want and deliver it for them”, instead of leaving to the users themselves and third parties to do the development work. But hey, we of Mondivirtuali wanna add: this was not exactly what Linden Lab tried to do when it has developed its 3D immersive online platform known as Second Life? Beyond the errors of management and marketing and despite an economic crisis that has taken many the desire and the ability to think of something different from the first life, Second Life remains by far the most successful virtual world between those launched so far and there is a reason.

      Mondivirtuali fanpage FacebookIf you compare Second Life, as has sometimes been done by the same Linden Lab, to videogames (maybe a MMORPG), the difference leaps to the eye as more active users in Second Life resist a few years on average while in MMORPGs to achieve higher levels removes any motivation for more active players over 6-18 months at most. The secret is probably right in that happy intuition of Philip Rosedale, to create an environment that may be the world that the imagination of its users (“residents” to use a term fell into disuse) is able to create. Too bad that Facebook guys and even Google engineers understood this much better than Linden Lab, although any comparison between these two social platforms and SL is misleadingin technical terms, given the greater complexity and richness compared tothe usability of the latest but also “flatness” of the first.

      But the hundreds of millions of users of social networks, of course, this demand: a lightweight platform, easily accessible, suitable to be used for different purposes and with tens of hundreds of entertainment. Facebook understood it, Google is trying, now is up to Linden Lab demonstrate the ability to understand its current and potential users, which obviously will never be the same of these social networks. Not necessarily a bad thing, if Second Life will remain a niche product aimed at a “high end” and “rich” market, adopting more the model of Apple than of  Microsoft as we have already explained before.

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      advertising social game

      paidcontent.orgIf virtual worlds are, even according to a recent research by Earnst & Young, a low-growing niche in the landscape world wide web, the success of social networks and social game continues as it is likely that a future stock exchange listing is on Facebook (arrived now to a theoretical valuation of $ 50 billion) and Zynga, the maker of games such as FarmvilleCityville or Mafia Wars to name a few of the best known.
      Along with the growth of the players, according to eMarketer.com now over 53 million in the U.S. alone, representing 24% of U.S. Internet users, as mentioned Paidcontent.org, grow revenues, last year amounted to 856 million dollars and designed to meet the 1.3 billion dollars by 2012 (always in the U.S. alone, when 68.7 million people are using social game), most (60%) thanks to the sale of digital goods (clothing, weapons, land, farms and etc. with which to improve their ability to play and customize their avatars).

      Farmville ZyngaTogether with the exchange of digital goods (seen in 2012 to 792 million dollars in the field of social game in the U.S. market) increases the weight of advertising (which anywhere in the U.S. alone has now reached $ 25 billion) and 120 million spent last year (14.1% of the total turnover of the social game in the U.S.) is expected to increase to 271 million (20.5% of total) within a couple of years.

      These numbers have to be verified both with regard to the accuracy of the forecasts, as the risk that the “bubble” explode like Second Life and virtual worlds (which is now universally considered doomed to remain a niche phenomenon for many years) is high, both with regard to the evolution of the phenomenon in other countries such as Italy, where there is also a growing number of people who play every day at social games, perhaps through Facebook, but where there is perhaps less rapid revenue growth tied to this phenomenon, both in the sales of digital goods, both for advertising.

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      Moolto Cover

      Living in Second Life means, for many, to enter a magical world full of fantasy. This magic for Maxes Loon can further be enhanced through a social network dedicated to avatars who “live” in the cyber space, so from this idea was born Moolto. Just as “friendly” as the most popular Facebook or MySpace, but designed only to communicate and make richer and more enjoyable life avatars, Moolto recorded thousands of entries a few weeks since its launch.
      Moolto logo

      As in other projects based on the same platform (Ning), which, just to name a few that friends of Mondivirtuali.it well know, SLbloggers, Uqubar, Museum of Metaverse, Pixelook or SL-Art, also in Moolto you can develop your own personal page (i.e. pages can be customized according to your tastes and preferences), you can share photos, videos, comments and ideas but also the interests of your “Second Life”. Through Moolto it is possible to maintain contact with your virtual life, even when you can not connect to Second Life, logging in through a simple web page, get a list of friends, leave them messages and receive their, but also converse in real time in a public or private chat.

      To get some indication of how it came to creating Moolto and what are the goals he set with its creation, Mondivirtuali.it / SLnn.it thought to chat with Moolto creator Maxes Loon (i.e. Massimo), in RL pilot 32 year-old of airplanes and helicopters, in his spare time fan of virtual reality and in particular of Second Life (do you remember La Cittadella?) .

      Lukemary Slade: So Max, how was born the idea of a social network for SL? After all, there are already many like Ning, SLbloggers, Uqbar, Museo del Metaverso, Pixelook, SL Art, just to say the firsts that come to mind.

      Maxes LoonMaxes Loon: Internet has a great value, our ability to offer an infinite number of situations in any field. Even in community field there are many proposals, but this does not preclude that other platforms for social gatherings can bear. This is because each has, or takes over time, a well-defined feature, that meets the needs of a particular slice of Internet users. It will then be time to make a “natural selection”. And is a well-known fact that a social network as easily born, can just as easily die if not handled according to the real needs of users. Part of the network that you mentioned are specific theme, while Moolto is open to any type of need, a bit as a Facebook. In addition, while on Ning, is visible at a glance that the Moolto interface is different from other Ning’s communities. This is due to the fact that many others use the basic version. We have removed all the banner ads that usually there are, the server has been upgraded to a bigger audience and their support is another feature that distinguishes Moolto from other Ning’s communities. The communities you speak of were born some years ago and I understand that the largest of them has only a few thousand users. Moolto has 1,300 recorded in its first eight weeks of life (to June 1, 2009 there were 1,359 users to be exact, LmS).

      L.S.: Why did you choose the English language? Have you ever thought to put translations into other languages (for example: Italian)?

      M.L.: My social network is open to all users of SL, of which the majority are foreigners, that’s why I decided to build Moolto in English. Probably will not need to translate it, because now the basic commands, actions etc in English are accepted by most users. Obviously though, if it becomes necessary, we will provide a translation into Italian.

      L.S.: What are the groups and/or most popular topics on Moolto?

      Maxes LoonM.L.: All issues related to the world of SL. Is it possible to find dates of events, concerts, as well as the outfits of fashion designers, appointments with the art but also try and offer ads work. If I can say a joke if SL had a website, would Moolto because Moolto is designed and manufactured exclusively for users of SL.

      L.S.: Finally, you want to do when you will be older, what would you like to be? And why?

      M.L.: Our goal is to bring together only the avatar of SL to enable them to know not only “in world”, but also via the web. Then to meet also outside the virtual world to chat, to share from photographs, have fun with the applications, promote their events, their creations. Even so, often for different situations, such as being in the office or the low-speed connection, you do not always have the ability to connect with the SL client, which as you know requires substantial resources.Today you can spend in the virtual world through a web page. Also we could become a viable alternative to Facebook, where the policy was carried out to ban all those accounts registered on behalf of avatars (our digital alter egos). What we would like to become? Just what are we now, a social network that would give people an opportunity to exchange recorded in Second Life.

      I più letti ultima settimana / Most read last 7 days

      Apple Faceshift cover

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      Even Apple comes into play VR: Cupertino bought Faceshift, a Swiss startup that deals with “motion capture” to offer features and services that integrate and improve everyday life.