Monday, February 23, 2009

No Hope for AP


Image taken from:

AP alleges copyright infringement of Obama image

Quote clipped from the above:

"NEW YORK (AP) — On buttons, posters and Web sites, the image was everywhere during last year's presidential campaign: a pensive Barack Obama looking upward, as if to the future, splashed in a Warholesque red, white and blue and underlined with the caption HOPE.

Designed by Shepard Fairey, a Los-Angeles based street artist, the image has led to sales of hundreds of thousands of posters and stickers, and has become so much in demand that copies signed by Fairey have been purchased for thousands of dollars on eBay.

The image, Fairey has acknowledged, is based on an Associated Press photograph, taken in April 2006 by Mannie Garcia on assignment for the AP at the National Press Club in Washington.

The AP says it owns the copyright, and wants credit and compensation. Fairey disagrees.

"The Associated Press has determined that the photograph used in the poster is an AP photo and that its use required permission," the AP's director of media relations, Paul Colford, said in a statement. "AP safeguards its assets and looks at these events on a case-by-case basis. We have reached out to Mr. Fairey's attorney and are in discussions. We hope for an amicable solution."

"We believe fair use protects Shepard's right to do what he did here," says Fairey's lawyer, Anthony Falzone, executive director of the Fair Use Project at Stanford University and a lecturer at the Stanford Law School. "It wouldn't be appropriate to comment beyond that at this time because we are in discussions about this with the AP."

NEXT: Clipped from http://cyberlaw.stanford.edu/node/6061

FUP Files Suit Against The Associated Press On Behalf Of "Obama Hope" Artist Shepard Fairey

by Anthony Falzone, posted on February 10, 2009 - 3:43pm

"Yesterday, we filed suit against the AP on Fairey's behalf to vindicate his rights, and disprove the AP's accusations."

& finally from the Complaint & Demand for a Jury Trial filed by FUP:
"On or around January 29, 2009, an attorney for the AP phoned Shepard Fairey’s production studio. A representative for Fairey returned the call on January 30, 2009. During that call, the AP’s attorney explained the AP had special technology to detect the source of the photo used to create Obama Hope. The AP’s attorney stated the AP owned the rights to the photograph Fairey used to create Obama Hope, demanded payment for Fairey’s use of the AP photo, and stated the AP expected to be paid a portion of any money Fairey might make from his work."
Many posts here clip images and text from sources, most are well attributed, and though I cannot say I make a political or editorial statement on the scale of Shepard Fairey, I support him as an artist and I can only believe that we both have no intent to infringe on the IP rights of any party. There are times were I make no comment in a post and let the clippings stand on their own, and only by reading all my posts will you gain any understanding of the collage of posts and the commentary I make with the collection on "The State of the Art, Technology and Business". I strongly believe in the Fair Use Doctrine and some just plain common sence.

I only wonder if AP would have sued Andy Warhol?



Signed Andy Warhol screenprint from: http://www.georgetownframeshoppe.com
Vote McGovern 1972
Screenprint on Arches
42" x 42"
Published by Gemini
Edition of 250
Hand Signed

What has changed in 36 years?

Saturday, February 21, 2009

NASA Goes with Unreal 3.0 Game Engine for new MMOG


Image and quote below clipped from: http://news.bigdownload.com

The latest entry in this Unreal MMO games category is the new subscription-based NASA MMO game, "Astronaut: Moon, Mars and Beyond." This game, which will ship next year, joins other Unreal Engine 3-driven MMO games like RealTime Worlds APB, NHN USA's Huxley, Acony Games' Parabellum and Sony Online Entertainment's The Agency and DC Universe Online.

"We're using Unreal Engine 3 for the new NASA MMO game, which will allow us to focus on gameplay and realism and not worry about things like multi-threaded rendering problems or issues with rigid body physics or network programming," said Jerry Heneghan, founder and CEO of Virtual Heroes.

"Unreal Engine 3 is simply one of the best, state-of-the art game engines available," said Daniel Laughlin, Ph.D., project manager for the game at NASA Learning Technologies.

It was Virtual Heroes work on another Unreal Engine 3 game, America's Army, that opened the door for Astronaut: Moon, Mars and Beyond.

Heneghan said one of the main reasons he and his partners on the NASA MMO game project, Project Whitecard and Information in Place, chose Unreal Engine 3 was because of their plans to open the MMO game up to its players. Like Epic Games has done with the Unreal Engine 3 Editor, which is available with PC versions of games like Gears of War and Unreal Tournament III, the goal is to allow gamers to create their own content, including missions and spacecraft, and then share that with others online.

Heneghan reinforced the notion that Unreal Engine 3 is perfect for this game because it easily allows players to build their own creations, including robots, spacecraft and space habitats

The AIA Discovers Second Life

clipped from: http://info.aia.org/aiarchitect/




Architecture in Second Life Is a World All Its Own


A teaching tool, a practice aid, and a game-changing reinterpretation of design—Second Life is leading architecture into a new realm of possibilities

By Zach Mortice
Associate Editor

How do you . . . use Second Life as a design and teaching tool?

Summary: The online interactive software program Second Life has become an emerging place of architecture research that ranges from a practice tool to an open-ended exploration of design context and expression. Especially in architecture schools, its immersive 3D environments allow users to conceptualize and design a space quickly, thus opening it up for investigation by other users, which allows designers to see how it will be used and how people will circulate through it.


Featuring:



Terry Beaubois, AIA

by Heather Livingston
Contributing Editor

Summary: Terry Beaubois, AIA, is the director of the Creative Research Lab at Montana State University. Beaubois teaches an architecture course in the virtual environment of Second Life® that combines students from the schools of architecture and design, art, music, and film and photography. Beaubois also is the sole practitioner at Terry A. Beaubois, AIA and Associates in the San Francisco Bay area.


Create SL Composite Sculpties in 3ds Max

2-20-2009 - Prim Composer 1.2 was Released with Composite Sculpties and Improved Sculptmap Generation

The most significant improvement in 1.2 is the introduction of Composite Sculpties.

  • Create a composite object within 3ds Max that is comprised of several sculptie sub-object elements.
  • Export the composite object as a collection of sculpted prims that connect seamlessly and appear to be a single larger mesh.

View a a demonstration video that shows how you can create a 40m long “tunnel” that looks like it is a single mesh, but is actually composed of eight sculpted prims.

WATCH VIDEO: Click Here — Composite Sculpties in 1.2

Thursday, February 19, 2009

Presto3D - Models Viewable in the browser

Developed By Feeling Software

See it in 3D before you buy it: that is the founding idea of Presto3D.com, a new marketplace for digital models launched September 10th 2008. In what could be considered a natural step forward, buyers of 3D models for animation, architecture, gaming, and other applications can now preview models in 3D without ever leaving the browser.

The process is fully automatic; an artist submits a model for sale in a format produced by one of the major 3D authoring tools (3dsMax, Autodesk Maya, etc.) at a price they believe is fair. Presto3D creates a 3D preview of the model, also making the original model available in COLLADA, a universal file format. Once the preview gets final approval from the artist, it can then be viewed in the browser by all prospective buyers.



Contemporary solar house
by TimeIsMoney
Price: US$95.00

Detailed contemporary house with textures and materials.

The .max file contain 2 versions :

- One for standard render (no lights)
- One ready to render with Mental Ray. Contain materials, lighting and set up.

Polygons : 102441
Vertices : 196371

Virtual Philadelphia


Virtual Philadelphia on CBS3 from Steve Jarvey on Vimeo.
In the movie above CBS3 reports on Virtual Philadelphia, the first 3D virtual city to offer high resolution at street level. A specialized vehicle was used to capture fine details, such as store fronts and street signs. Users can freely walk down (or fly through) an exact replica of every street in Center City Philadelphia.


You can take Virtual Philly for a spin at http://www.geosimphilly.com/

3D PRINTING

Modeling an Entire City

Image: model of the city of Stockholm via: www.dimensionprinting.com

This model of Stockholm, Sweden was printed on a Dimension Printer. The task usually takes years when done by hand, but with a Dimension Printer the project only took a couple of months!





Dimension Releases Personal 3D Printer Priced Less Than $15K
Company hopes to beat competition with new uPrint desktop unit.

via: http://management.cadalyst.com/cadman/News Jan 28, 2009


The Dimension 3D Printing Group, a division of Stratasys, wants to make sure you understand that its new desktop 3D printer is a personal machine -- not for a service bureau, not for sharing with the whole department -- just for you. To make that point, the company calls the model uPrint. (Watch the uPrint video demonstration.)

The machine itself was unveiled on Monday at the Dimension Resellers Conference in Anaheim, California. Priced at $14,900, it’s available to ship worldwide immediately, according to the company.

The new model stands only 2.5’ tall, has a 26” x 26” footprint, and features an 8” x 6” x 6” build area. The machine uses Dimension’s fused deposition modeling (FDM) technology to build models of ABSplus, a material from Stratasys that is said to be 40% stronger than standard ABS plastic.

Dimension 3D Pringing Group, a division of Stratasys, has released a personal 3D printer called uPrint.

uPrint comes with CatalystEX software for converting a CAD system’s STL file output into 3D models with the necessary support structures. A soluble support-material removal system is designed to eliminate manual clean-up of the printed model. A second material bay allows users to preload material or refill without interrupting printing operation.


Monday, February 16, 2009

Strange Application Mashups - Email and 3D


New email meets the Bouncer (spam filter) at the entrance...

  • Email with a sense of humor
  • Works with Yahoo Mail, Gmail, Hotmail
  • Incredible 3D environments
  • Have fun destroying spam
  • http://www.3dmailbox.com/
http://www.3dmailbox.com/



New email meets the Bouncer (spam filter) at the entrance...

Tuesday, February 10, 2009

Press Release: "The Collector"

SURL: Galerie de la Vie, Artemisia

February 12th through March 26
Opening Night Reception: February 12 from 4:30-6:00 pm SL time
DJ Eth Tedeschi spinning tunes
Exhibition: The Collector
Submitted by: RobertSteven Smythe, Curator

The Collector: The World of Second Life Sculpture

Starax, Pitney, Fairymeadow, Saarinen, elros, and Tripsa are just a few of the artists whose sculptures will be on display at Galerie de la Vie in Artemisia February 12th through March 26th. This exhibition named “The Collector” is focused around the art collection of Sichel Seifert an art enthusiast who has been collecting and commissioning some of the finest artists in Second Life since early 2005.

Don’t miss this rare exhibition to be shown in two parts. The show opens February 12, the second on March 6. Please join the residents of Artemisia and the Galerie de la Vie as we present this spectacular gathering of sculptures from Second Life’s greatest artists. Artemisia – Living with Art.

Complete List of artists:

Alizarin Goldflake, Meleni Fairymeadow, Kicca Igaly, Rezago Kokorin, Feathers Boa, Wolf Hartnell, Queen Edman, Steve Kilby, Stella Costello, Sabine Stonebender, Zulqadi Saarinen, elros Tuominen, Cheen Pitney, Colt Parx, Charlot Dickins, Pumpkin Tripsa, Starax Statosky, Light Waves, Eme10 Wind, Masterful Escape, PleaseWakeMeUp Idler and Glyph Graves.


clipped from: http://virtualartistsalliance.blogspot.com/2009/02/press-release-collector.html

Transcendent Interactions Collaborative Contexts and Relationship-based Computing

Virtual Worlds, Distributed Interaction:
Extending a MMOG with Remote Scripting, IM, Mobiles and REST



Stewart Butterfield, Yahoo! Inc.
Ben Cerveny, Playground Foundation
Eric Costello
Ludicorp Ltd.

Track: Social Software
Date: Tuesday, February 10
Time: 5:15pm - 6:00pm
Location: California Ballroom B


What happens when you expose the mechanisms for interaction with a massive multiplayer online game as a set of web services APIs and simple out-of-application interfaces for end users? The state of the game world, maintained by a set of server-side processes, becomes a model shared across multiple platforms from which the game world can be accessed. This proliferation of accessibility allows for interactions, which are not confined to a single client, platform or even network, and allows subtler, more pervasive modes of mixing game action and awareness with web, instant messaging and mobile experiences.


RSS feeds include files and remote scripting and can pull data from the game world onto a player's blog or into their own custom-designed game start page. And the same logic can be applied to other applications, allowing interactions between users to transcend the application where their relationship was established. IM bridging -- through "proxybots" -- allows users to chat with their in-application buddies over more mainstream messaging architectures or perform simple commands and queries without loading the client software.

Finally, using a RESTian interface, developer-users in the community can come up with their own applications and make those available to everyone, creating the possibility of ubiquitous availability over the net's heterogeneous patchwork of platforms.

clipped from: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4785

The punch line: This presentation by a New Startup was not today, but Feb 10, 2004, at the Emerging Technology Conference in San Diego and the application launched was

Ready or Not

Monday, February 9, 2009

Only Superlatives - Move over Pixar

From New World Notes.... >>> Read the whole post here. Just after my post about Sony I see this. Now I certanly did not say that content developers in SL lack talent or imagination... but OMG this is Amazing... do read the story to get the full picture. ~Hat tip~ to Hamlet Au


Bandbots - Second Life Musical Avatars from Chantal Harvey on Vimeo.

Sony looks to Professional Content Developers

While Linden Lab, struggles with it's existing base of content developers, those bred to work within the confines of the SL platform's tools and limitations. Sony has raised the bar for 3D virtual real-time rendered content. Their business model is one that may quickly leave Linden Lab in the dust. Sony's content will all be developed using high end modeling tools by professional and established Architects, Media, Game and CGI houses. This will enable them to address the needs of the large corporate, retail and consumer markets. ( see my previous post Architect Designs Sony's Virtual World)

Below News clip si quoted from Virtual World News today:

Sony Reveals 24 Licensed Developers for Home

A recent Sony Japan presentation included a slide showing 24 publishers and developers who had been licensed to create content for Home. Some, like EA and Capcom, have already discussed plans and even shown off builds for the console-based virtual world. The list is incomplete, leaving off at least one American developer, Millions of Us, who helped in the development of the world itself. It does, though, include newly listed big developers like Disney Interactive (the video game, not virtual worlds branch) and Sega as well as a variety of Japanese companies.

The full 24 developers are Acquire, Activision, AQ Interactive, Atlus, Capcom, D3 Publisher, Disney Interactive, EA, Game Republic, Genki, Gungho, Hudson, Irem, Koei, Konami, Namco Bandai, Nippon Ichi, Paon, Q Entertainment, Sega, SNK Playmore, Spike, Tecmo, and Ubisoft.

Previously, Jack Buser, Sony's Director for PlayStation Home, has described its network of approved developers, some of whom will develop for third parties as well as themselves, as wide and always growing, but the company has declined to comment on specifics.

He did, however, note that the developers are extremely important to Sony's plans to build out Home.

"It's important to realize the scope of PlayStation Home. When you look around, it's just the icing on the cake," Buser said in November. "The cake is that it's a development platform for third parties to develop content on. We want Home to scale rapidly, and we figured the best way to do that is to get third parties involved. After launch, you're going to see Home grow rapidly with new media, new content, and new experiences, coming quite rapidly. That's absolutely been the demand from the users."

Real World Multi Million Dollar Project Modeled in Second Life


Image source: :www.healthcaredesignmagazine.com

Second Life 'machinima' movie shows a simulation of a Cisco Connected Health hospital campus, Palomar West due to open in San Diego, California, in 2011.


Virtual Palomar West in Second Life, an architectural and conceptual visualization of The Hospital of the Future opening in 2011. Powered by a Cisco Medical-Grade Network that converges information and communications technology along with clinical and building automation systems onto a single network, Palomar West will transform the future of healthcare as we know it. Palomar West is a showcase of architectural and medical technology innovations driven by flexibility for efficiency, environmental conservation, and patient and staff comfort.


WebURL: http://www.virtualpalomarwest.org/index.php

Surl: http://slurl.com/secondlife/PalomarWest%20Hospital/33/127/34/

Quote: Frances Moore, AIA, LEED AP, Senior Associate at CO Architects, www.healthcaredesignmagazine.com
The next wave in sustainable hospitals will not merely be efficient in energy or water usage, or defined by the selection of green building materials. In the future, we will see increasing use of BIM, and collaborative partnerships between owners, designers, engineers, builders, and manufacturers to design flexible hospitals in which material use is minimized, and adaptability is maximized. Sustainable hospitals will balance the required technology with the healing powers of nature to support each other in a truly healing environment.

Frances Moore, AIA is project architect for the Palomar Medical Center West, now under construction. Contact her at fmoore@coarchitects.com or visit http://www.coarchitects.com.

Saturday, February 7, 2009

Second Life Or New Babylon

Newbabylonnord
Constant New Babylon Nord 1958

New Babylon ends nowhere (since the earth is round)
it knows no frontiers (since there are no more national economies)
or collectivities (since humanity is fluctuating).
Every place is accessible to one and all.
The whole earth becomes home to its owners.
Life is an endless journey across a world
that is changing so rapidly that it seems forever other.


In New Babylon, where the nature and structure of space changes frequently,
one will make much more intensive use of global space.
The volume of social space and of social activity in space has two consequences:
the space available for individual use is greater than in a society with a sedentary population;
yet there is no more empty space, space unused even for a brief time,
and, as one makes creative use of it, its aspect changes so much and so often
that a relatively small surface offers as many variations as a trip around the world.
Distance covered, speed, are no longer the yardsticks of movement,
and space, lived more intensely, seem to dilate.
But this intensification of space is only possible due to the creative use of technical means,
a use that we, who live in a society where use has a finality, can hardly imagine.


excerpt from the exhibition catalogue
written by Constant Nieuwenhuys 1974

click here to read the complete text . I found this after reading a paper posted on Terra Nova comparing New Babylon to Second Life: These Great Urbanist Games by: Thomas Malaby

Grad School Research - Geeks on a Roll

Two quick clippings

  • From MIT: Students Turn Internet Into a Sixth Human Sense

LONG BEACH, California (AFP) - US university researchers have created a portable "sixth sense" device powered by commercial products that can seamlessly channel Internet information into daily routines.

The device created by Massachusetts Institute of Technology (MIT) scientists can turn any surface into a touch-screen for computing, controlled by simple hand gestures. The gadget can even take photographs if a user frames a scene with his or her hands, or project a watch face with the proper time on a wrist if the user makes a circle there with a finger.

The MIT wizards cobbled a Web camera, a battery-powered projector and a mobile telephone into a gizmo that can be worn like jewelry. Signals from the camera and projector are relayed to smart phones with Internet connections. "Other than letting some of you live out your fantasy of looking as cool as Tom Cruise in 'Minority Report' it can really let you connect as a sixth sense device with whatever is in front of you," said MIT researcher Patty Maes. Maes used the TED Conference Wednesday to unveil the futuristic gadget made from store-bought components costing about 300 dollars (US).

The device can recognize items on store shelves, retrieving and projecting information about products or even providing quick signals to let users know which choices suit their tastes. The gadget can look at an airplane ticket and let the user know whether the flight is on time, or recognize books in a book store and then project reviews or author information from the Internet onto blank pages. The gizmo can recognize articles in newspapers, retrieve the latest related stories or video from the Internet and play them on pages. "You can use any surface, including your hand if nothing else is available, and interact with the data," Maes said.

Read more at Wired

  • From USCD: Interactive Virtual Realty

With their immersive 3-D capabilities, virtual-reality environments (VEs) provide the kind of intense visual experience that two-dimensional digital televisions could never to live up to. But digital TVs outperform VEs in one important way: They can play high-resolution video in real-time without a hitch, while VEs have trouble rendering the data-heavy video clips at a constant frame rate.

University of California, San Diego grad student Han Suk Kim is trying to narrow that performance gap so that VEs can one day be used for high-resolution video conferencing, video surveillance or even in virtual movie theaters. Kim, a computer science and engineering Ph.D. student at the Jacobs School of Engineering, has developed an efficient "mipmap" algorithm that "shrinks" high-resolution video content so that it can be played interactively in VEs. He has also created several optimization solutions for sustaining a stable video playback frame rate, even when the video is projected onto non-rectangular VE screens. Kim will showcase his work during a student poster session at the Jacobs School of Engineering's Research Expo.

Read the full story Here.

Friday, February 6, 2009

Importing Sketchup to RealXtend - By Peter Quirk

One of the major requests of Architects and realworld designers has been able to import objects including polygon meshes into Second Life. The second is to store outside of SL's database complete descriptions of an object or entity.

Linden Lab has of yet not expended their offerings to support either of theses requirements. With the SL viewer open source in the OpenSim/RealXtend space there is now some progress.

Peter has provided on his blog a Tutorial: Using the streamlined tool chain for importing Sketchup models into realXtend 0.4 Read it, and dont miss the comments.


image from http://peterquirk.wordpress.com

About Peter: (clipped from his blog)

Until recently, I was a senior consulting program manager to the HR organization at EMC. My interest in virtual worlds, especially the Second Life® virtual world, stems from their applications in recruiting, training, distributed team collaboration, systems modeling and data visualization. Virtual worlds intersect with social networking, another big thing for me as a former manager of several communities on EMC’s social networking platform.

I’m now exploring applications of virtual worlds as an entrepreneur. As the realXtend and OpenSim platforms merge in the coming months, and teleporting between open grids becomes commonplace, new business opportunities are emerging for corporate training, software infrastructure, integration with legacy systems, visualization of distributed data, home automation and large scale environmental monitoring.


Architect Designs Sony's Virtual World

Clipped from Businessweek: Technology January 23, 2009,

When Japanese architect Kenji Ikemoto was tapped to create a virtual public square for the Sony PlayStation 3, he invented a chic online community.

To make Home look realistic, Sony hired 37-year-old Japanese architect Kenji Ikemoto, who runs Jota Associates in Tokyo. After the architect signed on, Sony's Home team in Tokyo asked that the plaza not be flat. The rest was Ikemoto's call. "They told me: 'Here's a grassy area. Now build something,'" he said.

Ikemoto designed a split-level plaza surrounded by four buildings. It all sits on an island, and in the background, beyond a body of water, is a city located at the foot of a mountain range. In the real world, Home Square would cover 5,000 square meters (54,000 square feet). "Everything in Home can actually be built if you spent the money," Ikemoto said. To learn more about the architect of Sony's new virtual world,

The Sky Was the Limit

The Sky Was the Limit

Ikemoto started work on Home much as he would any other architecture project. Using VectorWorks, a standard architectural CAD software, and Adobe Illustrator and Photoshop, Ikemoto created a blueprint for the main square and each of the four buildings.

Nothing Ikemoto had done before could compare. Typically, architects have to think about cost, availability of materials, and local building codes, and can spend up to two-thirds of a project in on-site meetings with the builders and other contractors. But with Home none of those things mattered. It was as if a developer had written Ikemoto a blank check and freed him from the usual limitations—and Ikemoto was stumped. "Without those considerations, it's harder than you might think," he said.

Thursday, February 5, 2009

Grand Opening Soon

Increased Tiers - Not SL but RL

Does anyone know the rate of the download stream for Second Life, WoW, or YouTube., lets say meg or gig per houror minute?

clipped from Gigaom,

Welcome to Consumption-based Broadband

he all-you-can-eat broadband buffet appears to be at an end as ISPs implement caps and metered pricing for broadband services. The stated goal is network management, but the real reason is to cash in on the increasing value of the web despite being a dumb pipe. Today, Time Warner said it would expand its metered broadband trials, and on next Monday Charter will detail plans to force subscribers to pay for what they download, with plans starting at 100 GB per month caps at lower speeds and no cap for the fastest speeds.

Frontier Communications says it will start implementing service caps in about six months. It has gained notoriety for having, at 5 GB per month, the smallest cap proposed so far, but according to spokeswoman Stephanie Beasly, the ISP hasn’t been enforcing it yet. It’s trying to develop a broadband meter and figure out the right service packages to offer subscribers. “Our goal is education, so people can see what it really costs to download a movie or watch something on YouTube,” she told me.

This isn’t unreasonable on the face of it, but we have two issues with consumption-based pricing. The first is carriers need to upgrade their networks to remain competitive, and as they do the actual costs per bit drops, meaning it’s cheaper to send traffic over the network. The second is that such pricing schemes will slow innovation on the web by forcing consumers to pay for their data consumption — much in the way people once had to ration their cell-phone minutes. And that means services such as those offered by Slingbox or Hulu will end up costing consumers more. In order to give a sense of what your broadband future looks like, below we offer a chart to show that all caps are not created equal.


Comcast Time Warner Cable Charter AT&T Frontier Communications
Cap Details (largest) 250 GB per month Currently 40 GB per month with plans for higher tiers no cap for 60 Mbps service 150 GB per month 5 GB per month (however, Frontier says it is not currently implementing caps, and will develop a range from based on average usage for the area)
Cap Details N/A Currently 20 GB per month 250 GB cap for 15 Mbps to 25 Mbps service undisclosed N/A
Cap Details (smallest) N/A Currently 5 GB per month with possible lower tier 150 GB cap for 15 Mbps and under service 20 GB per month N/A
Overage Fees service cuts off $1 per GB service cuts off $1 per GB Frontier has “made no decision about potential charges”
Where entire service area Beaumont, Texas and 4 new markets entire service area as of Feb. 9 Reno, Nev. and Beaumont, Texas entire service area in the next 6 months
Provides meter will provide will provide no will provide will provide

M. Hints of a The Business Model & Roadmap

The Consumer Market

  • "I think dollar for dollar, it's high-value entertainment for the casual user."
  • "rather than treating all users in precisely the same way or offering them precisely the same experience with no differentiation or no tailoring, we're in fact, trying to do the opposite." ....
  • "we'd like to create those experience elements for them, connect them together in a way that's not generic, but specific and tailored."

The Non Consumer Market
  • "a very rich opportunity is the enterprise marketplace which includes for us government and education, what's called a non consumer."
  • " we're looking at our hosted solution -- this is the software as a service play, right?"'

snips from an interview with Linden Lab CEO Mark Kingdon
TheStandard.com 01.30.2009

Wednesday, February 4, 2009

State of the Art - 3D Models and Contest Sales


3d Meshs

Textured and Rendered

Though this model is 5 years old, it still shows the State of the Art in 3D modeling and rendering of objects. This one couch sells on TurboSquid for $50.00

State of the Art - Terragen Landscapes



This is not a photograph


Artist: Claire Caie, United Kingdom

This was done with Terragen, a free scenery generator for Windows and the Mac OS and is capable of photorealistic results for professional landscape visualisation, special effects, art and recreation. Some images may seem like photographs, but all have been completely rendered with Terragen. Some digital retouching may have been done in Photoshop but most of what you see here is due to Terragens awesome powers.

State of the Art - CGI



This is not a photograph.

Title: Bernadette
Name: Stephen David Molyneaux
Country: United Kingdom
Software: 3ds max, mental ray, Photoshop, ZBrush

The Artist's web site: Stephen Molyneaux

"It is time to put away our childish ways" - We are not playing anymore

Title quote from President Obama, Clipped and quoted below from: http://www.mgt.ncsu.edu/

Ernst & Young Awards $500,000 to Accounting Department for Second Life Projects

by Anna Rzewnicki

Monday, Jan 26, 2009

The use of virtual worlds and Second Life in the classroom and in business settings is intensifying, and the College of Management at NC State is widely recognized as providing leadership in this area.

The Ernst & Young Foundation has awarded $400,000 to the North Carolina State University College of Management to support development of a Second Life presence for the college’s Department of Accounting.

The award is part of the foundation’s competitive University Fund Grant program. An additional $100,000 has been committed to the college’s accounting department by Ernst & Young (EY) employees who are NC State alumni and will also be used for the Second Life project. This combined gift of $500,000 represents the largest single gift to date to the accounting department at NC State University.

Second Life is a virtual global community that is used for distance communications, collaboration, education and entertainment. Several of the NC State College of Management faculty members have been developing the college’s island in Second Life over the past year, using the virtual land as a meeting space for classroom instruction, student team projects and research meetings.

Lynda Aiman-Smith, associate professor in the college’s Department of Management, Innovation and Entrepreneurship, and Claudia Kimbrough, marketing lecturer in the Department of Business Management, will be working with the accounting department to develop the new project. Aiman-Smith and Kimbrough presented a report on their use of Second Life in teaching and research at NC State University’s LITRE (Learning in a Technology Rich Environment) Expo on Jan. 13. Their work was part of a Virtual Online Learning and Teaching project completed with colleagues in NC State’s College of Education.

Kimbrough also has developed two machinimas – computer-generated videos – that explain the growing role of virtual worlds in business and applications for teaching and learning. Mitzi Montoya, Zelnak Professor of Innovation Management at the college, has also conducted research and taught in the virtual environment.

“We very much appreciate this support from Ernst and Young and look forward to working with our faculty to build this new presence,” said Frank Buckless, professor of accounting and department head. “When completed, our department’s Second Life community will include project-based learning experiences, study abroad and service learning opportunities, and student recruitment and career service activities for current and future students in the undergraduate and Master of Accounting programs.

“Second Life is one of many virtual worlds that are emerging on the Internet, and it has attracted mainstream business media coverage for the opportunities it provides and is currently being utilized for a Learning and Development pilot project at Ernst & Young,” said Michael Constantino, partner at the EY office in Raleigh and member of the college’s Board of Advisors.

“The use of virtual worlds and Second Life in the classroom and in business settings is intensifying, and the College of Management at NC State is widely recognized as providing leadership in this area,” he said. “Ernst & Young’s support of this project will give us a unique and unprecedented presence in Second Life, among the first of its kind. This award further recognizes the long-standing relationship EY has with NC State. The financial commitment from our 75 NC State alumni working for EY also sends a strong message of support in these uncertain economic times.”


Sunday, February 1, 2009

SL to INK

Artists are taking their SL work & visuals to large format canvas and ink,
being published and showing in LA.

Featuring:

artist & SL avatar cerdwin flanagan


Image source: http://blu-muse.livejournal.com/


2009’s first Long Live Death event in Long Beach, CA.

Friday January 30th
Long Live Death
1923 Seventh Street Long Beach, CA
Artwork by Dog Zero and Blu Ashton






Link: www.newpocalypse.com/

Baden Street Electronic Gaming & Exploration Center



Introduction


Baden Street Settlement, of Rochester, Inc. in 2007 embarked on a unique initiative to bridge the digital divide for poor and disadvantaged youth and adults in Rochester. This initiative’s first goal is to create a high tech gaming center within the heart of the community, at 13 Vienna Street, Rochester, NY.



The Center will be used to attract youth to the educational and social programs and to facilitate youth civic engagement. The new facility will house state of the art gaming and computer equipment and be staffed by dedicated staff and volunteers.

To strengthen and sustain new programs strong partnerships are being developed with local & International corporations & educational institutions including The Rochester Institute of Technology.

The mission of the Electronic Gaming & Exploration Center is not just play games but to educate youth to be successful students and community leaders using experimental and innovative approaches to education and community involvement.

The new Baden Street Gaming Center will introduce and educate youth in the constructive use and power of the internet, computer graphics, simulations, game technology and social networking to elevate their lives and community. Programs will also expose students to higher education and career opportunities.

The Gaming Center will occupy approximately 1400 square feet and in the lower level of the existing Baden Street Gym shown above. The facility will be connected to the internet 24/7 and provide live online immersive virtual places as well as on site experiences and training. Equipment will include servers, workstations, game platforms, game consoles with large format displays. The facility has been designed to be environmentally sustainable and safe with new finishes, lighting, and ventilation, heating and cooling.


The 3D model of the EG&EC is available for download on Google Warehouse

Future Initiatives:
  • Engaging youth and the community using social media & communication tools like Skype, Youtube, MySpace, Facebook, and Ning.
  • Developing an internet virtual meeting & educational spaces in Linden Lab’s Second Life.
  • Replicating the BSSEG&EC space on RealXtend & or OpenSim platforms
  • Working with Rochester Institute of Technology - GCCIS & SUNY to develop innovative curriculum, platforms and tools.
  • Developing leadership & educational programs with corporation support from Intel, Cisco, IBM, Xerox & Kodak.
  • Joining the New Media Consortium & partnering with GlobalKids.org of NY

About Baden Street Settlement, of Rochester, Inc.(BSS)


Baden Street Settlement, of Rochester, Inc.(BSS) is a 501 (c) 3 not-for-profit organization serving people living in northeast Rochester, NY working to improve families, education and health and reducing crime and violence. The mission of Baden Street Settlement is to improve the quality of life of adults, children and families of neighborhood residents; to pursue the elimination of the causes of poverty; and to reduce the level of negative social problems associated with being poor and disadvantaged. The Agency works in cooperative, collaborative, and supportive spirit with concerned agencies in the community to meet the needs of neighborhood residents.

History of Baden Street Settlement
source - http://special.lib.umn.edu/findaid/xml/sw0003.xml

Organized in 1901 as a non-sectarian,
neighborhood center, the Baden Street Settlement traces its origins to the work of the women of the B'rith Kodesh Temple on Gibbs Street in Rochester, New York. The group felt a social responsibility to teach immigrant women the basic tasks and responsibilities of life in the United States. Their emphasis was on the practical, necessities of homemaking -- gardening, sewing, elementary education and child-rearing -- and this practical remained central to the work of the settlement throughout the early decades of the 20th Century. In 1901, the women of B'rith Kodesh Temple, led by Therese R. Katz and Fannie A. Carson, decided to expand their work into the wider community. They formed "The Social Settlement of Rochester," which became Baden Street Settlement in 1922.


From its beginnings, the guiding philosophy of the settlement was "beneficent pragmatism," the adaptation of its scope of service to fit the changing needs of the community. Its program grew from homemaking classes, Sunshine Clubs (to encourage social life), and intellectual stimulation (Shakespeare clubs, current topics courses, and German clubs) to include social and athletic clubs for boys and girls, an informal kindergarten, public bath facilities, and operation of a "milk station" to supply clean milk to neighborhood infants and children, and a Day Care Center. By the early 1950s, the settlement had a Health Center, and programs in casework and group work.

Along the way, the settlement sponsored and/or participated in unemployment relief, community social action and reform through such agencies as the Community Chest and urban renewal associations, and the promotion of literacy through adult education.
Throughout its existence, the Baden Street Settlement responded to the changing character of its neighborhood and the larger aspects of social welfare in America. Thus, the Settlement studied the effect of the gradual influx of African Americans into the area and adjusted its program accordingly. Correspondingly, with the growth of public welfare programs, Baden Street recognized the necessity of cooperating with the public agencies and shifting certain practice areas to the public sector.


In the gradual evolution of programs and policies, the settlement workers and their supporters emphasized the importance of the family unit in healthful living and followed the classic goals of settlement houses in America: (l) the enrichment of neighborhoods, (2) the strengthening of entire family units, (3) the promotion of legislative and social action to solve social problems, (4) the development of neighborhood leadership and the strengthening of neighborhood ties with the wider community, (5) the overcoming of prejudice and ignorance, and (6) the inculcation of democratic attitudes.

In the post-World War II era, the settlement attacked the problems of bad housing, inadequate education, unemployment, discrimination, cultural deprivation, and hopelessness, with a program of social action including such enterprises as a speech clinic, school readiness program, music instruction, tutoring service, careers club, employment service, instruction and aid for unwed mothers, and a volunteer case-aide program in casework.



Get of the above as PDF document:
The Baden Street Electronic Gaming & Exploration Center Introduction

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