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Simply put, NI-Limits are digital design and web management specialists who not only design functional interactive marketing environments, but are also able to leverage vast arrays of web-enabled technologies, which allow for fuller market penetration and impact.
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Virtual Worlds (2nd Life, Habbo & RIP Lounge) + Virtual Store-Front

How could we not start our Virtual World update without letting us know what’s happening in the world of Second Life…?

Mashable reports on two stories - one regarding security vulnerabilities and the other covers the removal of its virtual banks:

Second Life users need to be cautious with Quicktime embedded videos in the game as it may be used to pick your pocket of Linden Dollars. Charles Miller and Dino Dai Zovi, of Independent Security Evaluators, have found that by using a flaw in Quicktime, they can not only pick the pocket of any user within 100 virtual feet of the player, they can take complete control of the avatar. Once the account has been taken over, the hackers can then use that avatar to go to other lands, embed their virus loaded video, and it will continue to spread from land to land.

Since Linden Dollars can be converted to real money (L$250 = $1 USD approximately), someone using this hack could turn this in to quite the money making venture.

With more and more real life commerce happening inside of Second Life, and some people making their livings via the game, people need to be as careful as possible.

Second Life is prohibiting the offering of interest or any direct return on an investment, whether in any currency, from an object such as an ATM within Second Life, without proof of an applicable government registration statement or financial institution charter.

That’s a mouthful, but it boils down to heavier regulation of money that can be made in Second Life–more importantly, how that money is made. It sounds an awful lot like a governmental role, but it’s an important step for the virtual world, especially if it would like to avoid actual regulations from the real government. Second Life has in fact been receiving complaints from residents regarding banking activity, and in order for Second Life to remain the entity that it is, it has to self-regulate to a larger and larger extent. Part of what made Second Life an almost-household name was the bickering about virtual property that eventually led to a real lawsuit (in real life).

News on the Second Life economy gets worse as TechCrunch reports on The Electric Sheep Company loosing 22 employees:

The Electric Sheep Company is best known recently for its work in creating the CSI:NY build in Second Life. The company offers its own Second Life browser “OnRez”, and provides services to companies looking to establish a presence in Second Life.

It would be easy to suggest that Electric Sheep Company’s failure here may be indicative of a broader downturn in Second Life; however, the more likely scenario is simply that this is a company that added too many staff in the expectation of ongoing and future work that didn’t happen, and they would be far from the first startup to be caught in this situation.

Compound this with a highly competitive market and unfortunately for 22 people at the Electric Sheep Company, Christmas this year wont involve dreams of electric sheep.

Although some would say that this smells like the end of virtual worlds, Read / Write Web reports that Forrester has released a new report regarding the use of virtual worlds within the workplace:

The report makes the big claim that “within five years, the 3-D Internet will be as important for work as the Web is today”. But before we get too carried away, the report also notes that right now virtual worlds are not user friendly to the enterprise crowd - “you’ve practically got to be a gamer to use most of these tools”.

Forrester cites investments in this area by big organizations like BP, IBM, Intel, and the US Army. The use cases include:

“Information and knowledge management professionals should begin to investigate and experiment with virtual worlds. Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time and place interactions.”

WebWare reports on Habbo going to Hollywood:

Habbo, a virtual world for teens, signed a deal with the William Morris Agency, one of Hollywood’s oldest and largest talent agencies. As part of the deal, WMA will promote its celebrity sports and entertainment clients within the digital world and help Habbo forge new promotional partnerships in Hollywood.

Financial terms weren’t disclosed, but the two companies will likely seek shared revenue by selling virtual goods to teens. Habbo, which is run by Finland-based Sulake Corp., draws as many as 8 million teen visitors from around the world, with 1.3 million coming from the United States, according to the company.

An interesting article from Mashable reports on RIP Lounge, a new virtual world developed by an advertising network:

Stable Media, LLC has teamed up with Wyndstorm to create the upcoming virtual world for social networking, called riplounge.

The beta version launches today. Now, we’ve seen a great deal of virtual worlds that have launched in the past couple of years, some of the more recent have had the blatant approach to self-promotion.

There’s nothing wrong with that. I’d rather have an ad-supported virtual world, with digital banners and commercial-ridden video clips than a downloadable tool that requires my credit-card number. From there.com to Wells Fargo, virtual worlds are finding themselves as good use towards niche communities, with a variety of interactive options presented to the end user.

The various virtual locations will be used as multimedia channels for content distribution and advertising purposes. For instance, the night club could have a virtual DJ release a new song. It’s the interactive and custom options that spin off from such promotions that will provide value to the users on the other end of riplounge, however, so it will be rather interesting to see what Sable Media plans to do towards this end.

For an extremely inspiring look into the future of virtual user interaction, you simply must check-out this update from Smashing Magazine, which discusses and demos some of the following products:

Reactable is a collaborative electronic music instrument with a tabletop tangible multi-touch interface. Several simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface.

Multi-Touch Technology
Multi-Touch-based devices accept input from multiple fingers and multiple users simultaneously, allowing for complex gestures, including grabbing, stretching, swiveling and sliding virtual objects across the table. While touch sensing is commonplace for single points of contact, multi-touch sensing enables a user to interact with a system with more than one finger at a time, as in chording and bi-manual operations.

Demos 1, Demos 2.

The full article has many more technologies and examples to see…

To conclude, we have chosen an article from our recently launched advertising and marketing blog (AD8) that covers Elle MachPherson’s new interactive store fronts:

We discovered this on Geek Sugar, where during New York Fashion Week, Elle MacPherson Intimates launched a new high tech interactive storefront that allows passersby to revel in the video footage of models through the window with their movements.

 

If you liked that article, perhaps you will also like these...?

Inspirational Packaging from Dzine and Some Cool Logo Examples

Typographic Relevance for 2008

 

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10.May.08
Virtual Worlds
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AD8 Marketing & Advertising Blog Launched with 3D Graffiti

Having recently launched our new Marketing / Advertising Blog - AD8, there was one particular article regarding a new virtual graffiti technology project known as "Tagged In Motion", where veteran graffiti artist Daim takes his art to an all new dimension:

 

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27.Apr.08
Digital Art We Like, NI-Limits Updates, Virtual Worlds, World Wide Web
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WindLight in Second Life & Habbo Furniture Stolen, What’s Next…?

Returning to the recently added Virtual Worlds category and ensuring that it has at least two posts, how else can we do so but by turning our attention to TechCrunch and their recent article that questions the value of Second life, which is presently estimated to be worth up-to RM 3,000,000,000:

Rumors about a massive valuation of Second Life have been floating around Silicon Valley for months. The original rumors said the company raised a new round of financing at a valuation of somewhere between $500 million and $1 billion. When I asked the company about it over the summer they said, on the record, that they had not raised new money, but declined to comment further.

TechCrunch also reports on a recent update to the Second Life universe that brings the new technology of WindLight to the world and some much needed realism to the experience in the process:

One of the most common criticisms of Second Life is that the in-world 3D rendering is poor; I’ve been supportive of the concept of the Second Life metaverse in the past, but I’ve always thought we were seeing the 1.0 version of a virtual world without having yet seen the 2.0 version, or the really amazing universally accepted virtual world that will gain much wider acceptance.

Windlight takes Second Life to about 1.8. The same user generated buildings are still there, but suddenly they have been improved by their environmental surroundings. Water ripples with the reflection of surrounding buildings while a sunset casts realistic shadows and lighting on the buildings below.

In semi-Second-life related news, Mashable reported on Stagecoach Island, which is a new virtual world that has been developed by the Wells Fargo banking group:

Though initially coming to life two years ago, it’s been completely revamped and relaunched, with a new attitude. Some of the new features include the ability for users to buy virtual land and build homes. Yeah, yeah, that sounds just like Second Life. But let’s remember that this is a virtual world that’s being launched by a bank. That means you can get virtual mortgages, open virtual checking accounts, apply for virtual credit cards, and secure virtual jobs. You even have to pay virtual taxes.

So how will this actually pan out? Depending on how integrated Stagecoach is with actual Well Fargo bank accounts, it could be very effective, or very unethical in terms of business practices. There’s new currencies like Ukash popping up in Second Life, and I actually appreciate the life lessons being taught in Stagecoach and other networks like GirlSense.

Mashable are also running a poll regarding whether virtual worlds should be regulated by the government that was brought on by a strange case from the Netherlands in which a 17 year-old has been arrested for allegedly stealing RM 20,000 worth of virtual furniture from the Habbo Hotel:

To do the deed, the teen is accused of stealing the victim’s account information to gain access to the “furniture.” What does one do with stolen virtual furniture? Move it to their own virtual room of course.

In some slightly more grounded virtual news, Webware has an interesting article regarding a fascinating news service called EveryScape:

If you thought Google’s Street View was cool, wait until you see how you can ski down the slopes in Aspen, Colorado, or whiz over taxicabs and pedestrians through the streets of New York, Boston, and Miami. The inside views of buildings are only available in Miami and Aspen right now.

The visuals are stunning as you fly through the front doors of hotels, bars, and other buildings and turn around for a 360-degree view. It reminds me of a video game or a virtual reality environment, only everything here is real.

The site lets you choose one of the four featured cities and browse by popular places and categories like nightlife, beaches, shopping, and arts and performances. Or you can type in an address or business name and a photo of the location appears next to a Google map window.

You can click anywhere in the map to be taken to a spot. You also can navigate by using the “auto drive” button and get a tour of the neighborhood as if you were a passenger in a cab, watching the sights go by. Or you can click the “you drive” button and take the controls, clicking on an orange arrow to proceed forward and using the mouse to change direction or glance up.

If we ever have the additional time needed to complete KLews (the way we have in mind) and it is a anywhere near as what is being offered here, the world will be a better place, Kuala Lumpur would be on the map and we would be a happier web-development team!

 

If you liked that article, perhaps you will also like these...?

Inspirational Packaging from Dzine and Some Cool Logo Examples

Typographic Relevance for 2008

 

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19.Nov.07
Virtual Worlds
Comment (1)