The presentation was by Australian brothers Scott and Steven Mundell, who paid a 30-day visit to libraries in California and who have set up a website, https://augmentedlibraries.com/, which serves as a searchable, curated collection of VR/AR/MR hardware, software, and experiences for libraries. Users can filter the collection by technology, theme or cost.
Here are a few pictures of last night’s meeting:
The Libraries in XR group has members from all around the world, who are interested in applications of VR and AR to public and academic libraries. The group plans to hold regular meetings in AltspaceVR, so check the Events Calendar for the next meetup! You can also join their Discord server (here’s an invitation). See you at the next meeting!
Did you know that there is now a group of librarians and other library workers who are meeting weekly on the AltspaceVR social VR platform?
The XR in Libraries meetup brings librarians and library allies together to discuss the role that libraries can play at making XR technologies (VR/AR/MR) available to the communities we serve. Meeting in virtual reality provides us a practical way for us to test the affordances of various virtual meeting spaces, and to explore the associated technologies.
You are invited to our second meeting to discuss VR/AR/MR in libraries, share your experiences and get ideas for new ones. This meetup will take place on Wednesday, March 18th, 2020 from 9:00 PM to 10:00 PM Central Standard Time (or Thursday, March 19th, 2020, 02:00-03:00 UTC). Everyone is welcome!
I’m an interaction designer in NYC, currently a Senior UX (User eXperience) Designer at Storefront. I have over 6 years of experience in UX and product. I’m also doing work in virtual reality.
Alan has written a post on Medium—the first of a planned series—where he talks about the lessons he has learned from building successful, popular worlds on the social VR platform AltspaceVR. His first post, whimsically titled Don’t Get Stuck in the Hot Tub, is absolutely required reading for anybody who is at all interested in social VR.
*sigh* Are you still here? O.K., fine, here’s my quote…
People in VR love their Starbucks. This was one of the first lessons I learned with my first attempt at building worlds in Altspace. It was mostly a naive experiment to bring 3D models into VR, which I had never done before. However, the first two worlds I made taught me a lot. The first was a Starbucks.
Something is amusing about bringing a mundane place like a Starbucks into VR. The building was a boxy structure modeled in Sketchup with wood textured walls and white signage. Inside, I included the glass pastry display, refrigerator case, cash registers, several coffee-related props, the drink pickup area, and the little bins with sugar packets and straws. To my surprise, when I teleported a group of users into the world, some immediately assumed positions behind the cash registers, and a line of customers formed and started ordering drinks. There were even roleplayed arguments about the drink orders being too complicated. For whatever reason, everyone in the space bought into this “game” and maintained character. As the creator of the world, I was even named the General Manager of the store.
Here is a short summary of the lessons Alan learned while building this and many other worlds in AltspaceVR:
Spaces shape behaviour: nowhere is this better illustrated by the visitors to the Starbucks Coffee, who automatically began roleplaying!
Start with a feeling: “To achieve immersion, start with the feelings you want a world to convey.” This does not necessarily mean increased photorealism:
I’ve found that in Social VR specifically, photorealism doesn’t mean it feels more realistic. Too real, and it sort of falls into the uncanny valley, primarily in stark contrast to the style of avatars. High poly counts can also be detrimental to performance on mobile headsets. The key is to find the balance between just enough geometry, materials, and lighting consideration to support a real feeling.
I am quite looking forward to reading the rest of this series!
Now that I am (finally!) finished my annual holiday tradition of utterly ransacking all the Advent calendars and December shopping events I can find in Second Life—the better to clothe my small army of alts with fashionable freebies!—it is time to turn my attention to predictions for the coming year.
That Second Life would “continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity”, and that “the ability to change your first and last names in SL will prove very popular—and also very lucrative for Linden Lab”. Well, I am going to stick to that prediction. Implementing avatar name changes in SL turned out to be a thornier problem than Linden Lab anticipated, hence the delay, but they now have eight years of pent-up demand for this feature, and I anticipate that it will still prove popular—and profitable—for Linden Lab. I myself upgraded one of my alts to Premium to be able to change her legacy name of Bumbly Rumpler. (I know. I know. I don’t know what I was thinking at the time!) I also snagged her a lovely new riverside Victorian Linden Home in the process.
That OpenSim would move on implementing virtual reality support, but (as far as I can tell), that work has stalled or been abandoned. To be honest, I have barely set foot at all in OpenSim this past year, so I regret that I am not in any position to make predictions for 2020!
However, three blockchain-based virtual world projects appear to be doing well—Cryptovoxels, Decentraland, and Somnium Space—and I expect that they will all continue to do well in 2020. I note that both Decentraland and Cryptovoxels have tended to rank in the Top 5 in sales volume on the OpenSea marketplace (this screencap is from a tweet made Dec. 27th):
I’m already working on a predictions blogpost for the various social VR platforms and virtual worlds in 2020. Among my predictions is the following: if Linden Lab cannot find a way to increase the overall number of users in Sansar within the next 12 months, even with a pivot to (and an exclusive focus on) live events, then the company will do one of three things:
– convert the existing Sansar code to open source and let the community take it over (which I think is the least likely option);
– sell Sansar to another company and keep Second Life running (or perhaps sell off Linden Lab and all its assets entirely to another company); or
– shut down the Sansar project completely (which I think is the most likely option).
In case you haven’t been paying attention, the honeymoon period for Sansar is OVER.
I am increasingly worried (even heartsick) over the future of Sansar.
That “the Oculus Quest VR headset will ignite the long-awaited boom in virtual reality”. I think that we can agree that the Oculus Quest has been a runaway success. Facebook is apparently selling the units as fast as they can make them, and they are now backordered until late February 2020. (The Valve Index is also selling well, and also similarly backordered.) I do predict that this will bring many more people into those social VR platforms which can natively run on the standalone Quest headset, such as VRChat, Rec Room, and AltspaceVR.
O.K., now that we’ve looked at how well my predictions for 2019 have fared, now it’s time to peer in my crystal ball and make some new predictions for 2020.
First, all current social VR platforms and virtual worlds will struggle with a key problem: effective promotion. Getting the word out to the public about the various platforms is proving to be more and more difficult in an age of social media overload and short attention spans.
Second, every single eye will be on Facebook as they launch their new social VR platform, Facebook Horizon, early in the new year. It’s disgusting to me how even the smallest Facebook announcement gets oceans of fawning mainstream press coverage, and you can certainly expect Horizon to suck up all the oxygen in the press room when it gets closer to launch date. If Facebook Horizon, backed by the almost limitless resources and reach of its ambitious parent company, fails to take hold in 2020, then that will be the clearest indication yet that the nascent social VR industry is in trouble (and that I might be out of a job!).
Third, as I have said above, I am extremely worried about Sansar. The Sansar website has recently had a complete redesign to focus almost exclusively on live events:
It would appear that Linden Lab is going all-in on Sansar as a platform for live events, to the detriment of other features such as avatar customization (I don’t expect anything new this coming year). However, competition in the live events market in 2020 is likely to be intense, with the following products also planning to focus on hosting such events:
Upstarts such as Ceek and Redpill VR (which are in various stages of pre-development and may or may not launch in 2020);
Not to mention that Facebook will also want to muscle in on this extremely lucrative territory (with Oculus Venues, and probably Facebook Horizon, too)—and Facebook will not hesitate to ruthlessly use every tool and tactic at their disposal to achieve market dominance (including “hiding” posts about competing platforms in their Facebook, Instagram, and WhatsApp social network users’ newsfeeds). Facebook also has deep pockets to ink deals with major talent, locking them into exclusive deals to appear on their platforms.
Expect many skirmishes on the live events battlefield in 2020, and also expect some causalities to occur.
Fourth, Second Life will continue to coast along as it always does, still boasting approximately 600,000 regular monthly users in recently released statistics by Firestorm, and still making millions of dollars in profits, both for its content creators and for Linden Lab. It’s the gift that keeps on giving, and I see no sign of it stopping anytime soon. I predict that SL will still be around five years, perhaps even ten years, from now, and that people will still be logging in, and still merrily ransacking Advent calendars 😉 …and I will continue to blog about steals, deals, and freebies in Second Life!
Fifth, we can expect to see the upcoming Educators in VR International Summit as an example of an increasingly important use of social VR platforms in 2020: conferences. This is a natural fit, and one that saves precious resources (such as airline fuel) in an increasingly environmentally-conscious world. We can expect to see more conferences and meetings hosted in VR as an alternative to real-world meetings (although, as High Fidelity found out, the remote workteams support marketplace isn’t quite there yet, since the vast majority of companies still expect their employees to show up to their offices rather than work remotely from home). I think it’s going to take another generation for that shift to take effect in any widespread fashion.
Sixth: those social VR platforms which currently lack an in-world economy, currency, and a marketplace for user-created content, will be moving towards implementing those features. VRChat already has a booming off-world economy in the creation and sale of custom avatars. We already know that both VRChat and Rec Room are making plans in this area, based on job postings on their websites, but we can also expect other platforms to take this step, taking their cues from the continuing success of the mature, fully-evolved in-world economy of Second Life.
Platforms where people can make money tend to attract droves of new users, appealing to their greed and the universal desire to strike it rich (Decentraland as a more recent example; although its continued success is not 100% guaranteed, investors have sunk a lot of money into it, and it will be interesting to see how this ultimate expression of virtual, cut-throat capitalism will evolve and grow over the next year).
Finally, at some point Apple (and other companies, including Facebook) will launch the first consumer-oriented augmented reality headsets. The over-hyped Magic Leap One has turned out to be rather underwhelming (and underselling) so far, but who knows? Perhaps future AR products may ignite consumer interest, and have an as-yet-unknown impact on the current crop of social VR platforms.
Perhaps the big bet we all placed on virtual reality has been misplaced? We won’t know the answer to that hypothetical question until at least another decade has passed. Of course, some social VR platforms may decide to extend support to whatever AR/MR/XR hardware becomes available in the future, too. Anything can happen.
So these are my social VR/virtual world predictions for 2020. Please check back in a year, and we’ll see just how accurate I was!