Tags Posts tagged with "Virtual Worlds"

Virtual Worlds

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    Sansar comedy live events

    The Linden Lab platform is selling tickets and exclusive merchandise for a “Virtual Comedy Experience” like no other.

    Fans will soon be able to step into a virtual Sansar comedy club and enjoy live stand-up shows by well-known comics such as Youtuber Steve Hofstetter – for a new event series called “Comedy Gladiators: a Virtual Comedy Experience.”

    Sansar will sell ticket for comedy club

    The live comedy showcase will, according to Sansar’s creators, Linden Lab, allow fans to do everything in VR that they could do in a real-life comedy club: purchase tickets in-advance, shop for custom merch and memorabilia, even order drinks.

    Fans can purchase tickets online via the Sansar Store, just as they would for a real-life event, and receive instant access to the virtual venue. Once there, they can purchase a wide range of items, including commemorative virtual t-shirts, beer mugs, and even physical copies of Steve’s most recent book, Ginger Kid,” according to their news release.

    Tickets are now on sale at $9.99 for the first event in the series which takes place today, Monday, December 10, at 7:30 PM PT, and features stand-up and storytelling from Hofstetter alongside Ben Gleib (voice of Marshall in Ice Age: Continental Drift), Maz Jobrani (part of the “Axis of Evil” comedy group), Alonzo Bodden (winner of Last Comic Standing season 3), and Mary Lynn Rajskub (actress in Fox series 24).

    Trying to monetize virtual live events

    This idea itself is nothing new, of course. There are many companies out there trying to monetize on virtual live events, such as concerts. AltspaceVR tried it as early as 2016, before they were acquired by Microsoft, claiming to be the first ones to host a live comedy event in VR.

    On a slight side note, any time anybody claims to be the first to do anything in VR they are almost guaranteed to be flooded by comments and clarifications from the Second Life community who will helpfully inform you that they’ve been doing that s**t since the 90s.

    Sansar itself has been successfully exploring different in-world experiences, including an exclusive exhibit of Star Wars memorabilia and artwork from Burning Man in partnership with the Smithsonian, a majority of which are 100% free.

    Commercial opportunities into VR

    Since launching Sansar’s public beta last year, however, Linden Lab has made no bones about the fact that monetization is a core part of its plans for the platform, much like it has been for Second Life. This is, according to Linden Lab Ceo Ebbe Altberg, quite a big milestone for the company .

    By bringing these commercial opportunities into VR, Sansar is taking virtual events to a whole new level – enhancing and expanding on what’s possible in-person. We look at Comedy Gladiators as the first ripple in a larger wavethe first event of many more that bring entertainers into VRand we’re thrilled that Steve shares this vision”.

    For entertainers like Hofstetter, the collaboration offers a chance to greatly expand their audience without compromising the intimate feel of a live performance:

    Every day, I get emails and DMs from fans who want to see a live show, but they live in parts of the world I’ll probably never tour in,” Hofstetter said. “VR allows those fans to not only see a live show, but feel like they’re part of a bigger community,” he says.

    Comedy Gladiators events all over Sansar

    Sansar’s Avatar Broadcasting feature will enable the performers taking part in Comedy Gladiators to virtually broadcast their performances across an unlimited number of spaces in Sansar, reaching a wider audience than a physical event could ever allow and giving more fans than ever the chance to grab a front row seat.

    Whether or not users will keep coming back to spend their real-world cash on virtual shows and merchandise will really depend on the quality of experience.

    In terms of visuals, Sansar is probably the most advanced of the social VR platforms, but that often comes at a cost in terms of slow loading times and intensive demands on your GPU and CPU.

    It will be interesting to see whether they manage to lure enough pundits to develop this as a scalable commercial avenue. I’d say that for $10 it’s worth a try, even just for laughs (pun intended).

    Image Credit: Comedy Gladiators: a Virtual Comedy Experience

    The post Sansar To Host Live VR Comedy Series With YouTube Star Steve Hofstetter appeared first on VRScout.

    Source: VR Scout

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      Hogwarts Castle gingerbread cover

      It will be Hogwarts Castle remained in my heart, being passionate of Harry Potter‘s saga, it will be that I love sweets and creations of the best confectioners, it will be that Christmas is approaching: fact is that when I discovered thanks to the site Dailyhive that Duchess Bake Shop, famous Edmonton, Canada, pastry shop, had reproduced the castle in the form of a cake, I have not resisted the temptation to show it to you.

      Hogwarts Castle Duchess Bake Shop

      Hogwarts Castle gingerbread

      Enjoy the images, it is appropriate to say, because the famous Alberta bakery (this is its fanpage on Facebook) has surpassed itself this year creating a completely edible gingerbread Hogwarts Castle, with lots of sugar and candies. The beautiful structure is finely detailed and is currently displayed at the Edmonton Duchess Bake Shop.

      Hogwarts Castle Duchess Bake Shop bis

      Hogwarts Castle torn apart for charity

      This wonder will not last very long, though, since it was created for a charity collection and therefore it will soon be torn apart and made to taste to all those who have participated in the fundraising. So if you can not go to Duchess Bake Shop, you can at least preserve the memory of this incredible sweet Hogwarts Castle-shaped, waiting to find out what the Canadian pastry will be able to do next year.

      Hogwarts Castle Duchess Bake Shop ter

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      virtual photography for flickr cover

      If you are a photographer and have your streaming on Flickr you already know: the platform, launched in 2004 as a tool of Game Neverending, a virtual world developed by canadian Ludicorp, bought by Yahoo!, then by Verizon and finally by SmugMug, declared that from January 8, 2019 free accounts won’t be able to upload over 1,000 photos or videos. fotografia virtuale flickr

      Virtual photographers are real photographers

      The news has generated a certain hustle and bustle within the user community of virtual worlds like Second Life, The Sims, World of Warcraft etc, since people feared that “virtual” photographers were not considered photographers in all respects and therefore their images could be simply eliminated with effect from next January 8th.

      Intervening in an online forum Flickr’s Ceo, Don MacAskill, btw, denied this indiscretion: “virtual photographers are photographers” explained MacAskill, adding “I don’t know where the idea that you aren’t “real” photographers, or that virtual photography is somehow spam, came from but that’s not from me. You are welcome at Flickr”. fotografia virtuale flickr bis

      From January new and more binding Tos

      Of course be considered in all respects photographers also means being subject to all the new Flickr’s Terms of service  (Tos), particularly where you are asked not to use Flickr for unauthorized commercial activities: “if you have a free account and don’t have a Flickr Pro account, you may not link directly to a shopping cart, checkout page, or pricing pages on other sites, and you may not list prices on your Flickr photo descriptions”.

      In short, Flickr loves Second Life and virtual worlds in general, the “virtual photosand the many and still very active communities that have arisen around them, like the group Mondi Virtuali – Virtual Worlds (to discover follow this link: https://www.flickr.com/groups/mondivirtuali) from which the images of this article are also drawn (by Paola Mills, Giovanna Silvestri, and Brida Skynny), as other social media, Facebook for first, decided to try to monetize its services better.

      Free meals, if they ever existed, are now a memory. If you want to know how it will end continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it and on Paper.li, as well as on Youtube) and maybe subscribe our newsletter!

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        With 15 years of activity behind it, Second Life, la first generation virtual reality platform developed by Californian company Linden Lab (which later developed also Sansar, designed to be fully compatible with VR technology right from the start), remains the largest commercial success of the virtual worlds industry. Yet find some echo of it in the mainstream media (which, however, in 2007 contributed to theboom” of Second Life) it is now a rarer event than a lottery win.

        Media have no interest in virtual worlds

        The confirmation of the fact that the virtual worlds (and virtual reality technology generally speaking) still are not yet interesting for the mass market and therefore are not covered, if at all occasionally, by the mainstream media (do some reseach on Google Trends for confirmation, if you want) is due to the fact that the same difficulties are also recorded by Sansar and High Fidelity, the platform developed by the former “daddy” of Second Life, Philip Rosedale.

        Rosedale if nothing else, has not lost his ability to attract investors, having obtained 35 million dollars from a group of investors including Galaxy Digital and Blockchain Capital among other things to adopt blockchain technology for virtual currencies, asset exchanges and digital identity in High Fidelity. Rosedale High Fidelity

        Ryan Schultz: is it the fault of the echo effect?

        Of all this, namely of Second Life 15th anniversary, of the new funding obtained by High Fidelity, of the developments of Sansar, there is little or no talk on the mainstream media. Ryan Schultz, one of the most appreciated blogger interested in virtual worlds, tried to suggest the reason why.

        According to Schultz it could depend on an “echo effect”: in essence the community of virtual world enthusiasts could continue to talk a lot about it, being substantially closed to any dialogue with the outside. This would explain why Second Life has never seen, in the last decade, more than 500-600 thousand active users worldwide, although every month, tens of thousands of new users continue to register.

        mondi virtuali utenti

        Is one million users the maximum limit?

        Could it be, assumes Schultz, that the worldwide audience interested in virtual worlds is just over one million active users, coincidentally, the maximum touched by Second Life during its first years of life, in full media hype? And in this case what development will the sector have, if after 15 years more than half of them continue to prefer Second Life to any other platform, despite now virtual worlds there are at least fifty (VR mode or not)?

        Schultz’s hypotheses are the same that you have been reading for years on Mondivirtuali.it, where we tried to explain how this could be due to a mix of factors: an unhappynaming”, the idea that what is virtual it’s not as desirable as what is real, the lack of interest from videogames fans, a tecnologhy still too little developed and/or expensive, the attitude of mass markets to reward applications and technology whose use is as simple as possible.

        What do you think about it? Let us know and if you want to see how it will end continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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        adult VR and more cover

        Adult content contributed significantly to internet development and according to some, they are doing the same for virtual reality.

        This at least is what Brian Shuster declares. Shuster is the Ceo of HoloGirls VR, Canadian producer of VR adult content, after having already been among the pioneers of the internet  (he founded in 1995 his first company, World Wide Internet Network, with which he developed the first advertising network of internet becoming one of the banner pioneers), but also one of the pioneers of adult virtual worlds with Utherverse.

        Shuster has been focusing on adult content for years

        adult VR and more shuster
        Indeed Shuster is not new to these statements, as Mondivirtuali.it already told you since 2014. The owner, among other things, of Utherverse repeated for yearsthe predominance ofspicycontent compared to the overall offer of VR content is “natural”, since virtualporno producers caninnovate and develop filming and CG techniques for a real customer base, and the result is that VRporn companies are years ahead of non-adult companies in our understanding of what customers want in VR”, and can offer what they want.

        Also Piper Jaffray seems to agree

        But it is not only Shuster that bet on the virtualporno boom: also Piper Jaffray in a 2015 report had reiterated that virtual reality was the new “mega tech theme” and that adult content would have constituted by 2025 the third most important component of the whole sector, surpassed only by video games (in which Linden Labs seems to believe a lot) and by sport content (of Nfl particularly).

        Kermes: we always like what is spicy

        adult VR and more
        In truth, the latest developments on the subject of  production and use of adult content in virtual reality do not seem to have fully confirmed the forecasts made so far, as we already told you, but that does not seem to deter industry experts.

        In an interview in the New York Times, for instance, Mark Kernes, AVN Media Network senior editor who covers the virtual reality sector, explained that “sex sells, and where there is money to be made, there will be entrepreneurs who want to adopt it and make money from it”.

        The case of the adult Tripadvisor

        I can believe it, since one of the ideas that I recently saw circulating among investors of London startups  regards an escort service reviews site, a sort of “adult Tripadvisor”, confirming that yes, everything that revolves around sex, for centuries, moves a lot of money and a lot of interest.

        Then if all this can be a way to make virtual reality a mass technology remains to be seen. Btw continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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          Sword Art Online, series regarding the adventures of Kirito, a virtual worlds fan who plays in different MMOs, of which Mondivirtuali.it already talked, experience a particularly happy moment: in 2017 the light novel written by Reki Kawahara and illustrated by Abec was the best selling in Japan.

          Sword Art Online, success goes on

          Over 1.17 million copies were sold and volume 19 was the third best selling in Japan, with over 315k copies. But this is the past, the future regards the lauch of a new television series (anime).

          sword art online gun galeSword Art Online tv version also in Italy had a good appreciation from the public, the first series (of 2011) being aired first on the Popcorn Tv site with subtitles (in 2013), then on Rai4 (in 2014), completely dubbed.

          Last year arrived also a movie release (Sword Art Online – The Movie: Ordinal Scale), which grossed over 1 billion yens in Japan, getting distribuited also in Italy without too much fanfare (the movie should have grossed all over the world around 21 million dollars).

          Alternative Gun Gale Online is coming

          The new tv series, Sword Art Online: Alternative Gun Gale Online, relates to the “Phantom Bullet” narrative arc, i.e. the fifth and sixth volumes of the japanese light novel, and premiered in Japan in the evening between April 7 and 8, before being aired by other japanese television companies. Sword Art Online 2018

          Considered to be a spin-off of the main series, this series described the ups and downs of a group of player in an american virtual world (VR-MMO), Gun Gale Online, set as a post-apocalyptic world populated by survivors on the way home from a trip into space.

          Also Fatal Bullet is set in Gun Gale Online

          Who know if, in the case of a public success of the anime also, Sword Art Online can act as towing for the revival of the virtual worlds sector also outside Japan?

          So far on thing is sure: also in the world of videogames Sword Art Online seems healthy, as evidenced by the good interest for Sword Art Online: Fatal Bullet, produced by Namco Bandai whjch in turn is set in Gun Gale Online.

          If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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          minecraft story mode season 2 finale cover

          Minecrat Story Mode, a good mix

          Do you remember Minecraft Story Mode (MCSM), the episodic adventure game published by Telltate Games in partnership with Mojang, the developer of Minecraft, sold to Microsof (despite some doubts) for 2.5 billion dollars?

          We talked about at its launch and when the last chapter (the fifth of the series) of the first season was published, pointing out how MCSM was a good mix between game and linear storytelling, an “hybrid” between television and virtual worlds model.

          3 adds on after season one

          To be true, as already discovered video gamers, after the first season (“Season Pass”) Jesse and his friends lived three more adventure during 2016, published like “adds on” of Season One (episode 6, “A Portal to Mistery”, episode 7, “Access Denied” and episode 8, “A Journeys’ End?”).

          These three episodes, as a whole known as “Adventure Pass”, concluded indeed the first season and it seemed they could conclude the whole series.

          Will this season be the last one?

          But not: this year were published other 4 episodes of the second season (until now known just as “Season 2”), which chronologically is set up around 5-7 years after the adventures of the first season, “Hero in Residence”, “Giant Consequences”, “Jainhouse Block” and “Below the Bedrock”, as always beginning from just before the summer.

          These days even the second season ends with a fifth episode, “Above and Beyond”. Waiting for you to be able to find it in the shops, here is is the teaser of the fifth episode, Season Two, of Minecraft Story Mode.

          Will this one really be the last adventure for Jessy and his companions? If you wanna know, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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          Sansar Star Wars cover

          Here we are: Star Wars, The Last Jedi is finally on the screens of theaters all over the world, and its promotion now embrace also online communities of virtual worlds fans as that of Sansar, the new VR platform of Linden Lab (the Second Life developer) where December 9 opened the first exhibition of Hollywood Art Museum, a “a unique collection of Star Wars production pieces”. Sansar Star Wars exhibition

          Star Wars on Sansar, a geek dream

          This virtual exhibition includes the very first drawings made for the film franchise and never-before-seen production art from the original trilogy by Lucasfilm alum as Joe Johnston, Ralph McQuarrie, Phil Tippett, Drew Struzan, Colin Cantwell and more.

          Museum curator, director Greg Aronowitz, introduced personally the Star Wars collection at the opening, giving the chance to those present to meet him, albeit virtually. I mean, like a geek’s dream come true.

          Touring the exhibition you feel really to be inside a museum but someone didn’t like it too much, re-opening the debate, never completely finished, whether virtual worlds ought to be intended as perfect reproductions of reality or if wouldn’t be more exciting to take fully advantage of the possibilities offered by technology so to create “your world, your immagination” to remember the original Second Life’s claim. Sansar Star Wars exhibition

          Virtual worlds are too real?

          People so far shown to appreciate more the first choice, differently from what has happened for video games where in addition to real-like plots and setings were successful even totally fantastic environments (just think about World of Warcraft, rather than video games devoted to the stories of Middle Earth).

          Yet more than a voice argued in favour of greater immagination at least when you go to recreate locations tied to fantastic content: wouldn’t it have been more engaging look a the Star Wars art works on Tatooine or on Lando’s Cloud City, or inside Death Star, instead of a museum lounge (even if themed as a Star Wars movie set)?

          Tell us what do you think, meanwhile continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!