Uncommon Realities: The 16th Annual Virtual Worlds Best Practices in Education (VWBPE 2023) Conference Takes Place in Second Life, March 23rd to 25th, 2023

The theme of VWBPE 2023 conference is Uncommon Realities

Once again this March, the Virtual Worlds Best Practices in Education conference (VWBPE for short) will take place in Second Life, running from March 23rd to 25th, 2023. According to the EventBrite description of the conference:

This year, we celebrate Virtual Worlds Best Practices in Education’s 16th Annual International Conference on Education in Virtual and Augmented Reality. The main conference takes place March 23-25, 2023, with immersive experiences happening two weeks before and after the main event.

Virtual Worlds Best Practices in Education is a global grassroots community event focusing on education in immersive virtual environments. This open conference is organized by the education community to provide an opportunity to showcase the learning that takes place using virtual and augmented environments. Educators and content creators alike are encouraged to attend, present, and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games.

To the best ability possible, VWBPE provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”.

These include

  • helping to build community through extension of learning best practices to practical application of those ideas and techniques;
  • providing networking opportunities for educators and the communities that help support education; and
  • providing access to current innovations, trends, ideas, case studies, and other best practices for educators and the communities that help support education.

Over 1,200 people from 30 countries attended our last conference in March 2022. In just the past several years, over 200 hours of video footage has been captured and has been made available free to the academic community in addition to other video broadcasts, with thousands of views.

Virtual Worlds Best Practices in Education is a meaningful way for presenters to share their research and experience about the rich learning systems in virtual worlds and games. This free online conference is produced entirely by volunteers.

According to their mission statement, taken from the VWBPE website:

This open conference is organized by the Second Life community to provide an opportunity to showcase the learning that takes place using virtual worlds. Everyone is encouraged to present, attend and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games…

Over 2,000 attendees representing 90 countries participate in 150-200 online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and poster exhibits. You do not have to be a formal academic to participate.

While the VWBPE conference proceedings are apparently published as the Journal of Virtual Studies published by Rockcliffe University Consortium, my Firefox web browser threw up a security warning when I tried to access the journal’s webpage:

Indeed, Rockcliffe University Consortium (a gold-level sponsor of VWBPE, and a primary organizer of the conference) is a “university” which, as far as I am aware, exists only within the virtual world of Second Life, as opposed to an accredited, real-world university. According to their website:

Rockcliffe is a registered non-profit C-Corp in the United States, however we are not a 501(c)3. Structurally, we are organized along the lines of a B-Corp. The organization is made up completely of volunteers. The entire organization is a collection of global SOHO [small office/home office] locations tied together through a common technical infrastructure that serves as a proxy for a brick and mortar location. While the majority of our volunteers are from the United States, Rockcliffe also [has] volunteers based in Canada, the United Kingdom, France, and Australia.

While those who seek the reassurance of academic rigour and scholarly structure might turn up their noses at a self-proclaimed Second Life “university” with a glitchy journal website, I would remind you that the current organization also embraces those virtual world educators and researchers who might otherwise feel excluded from a professional, academic conference. And I can attest that I have attended some truly excellent presentations at previous VWBPE conferences over the past 15 years, such as this 2021 talk by Dr. Marie Vans about social VR.

So I would encourage you, who perhaps might never have heard of the Virtual Worlds Best Practices in Education conference before, to consider attending this year. The final conference agenda has not been published yet, but you can already register for free for VWBPE 2023 via EventBrite. VWBPE 2023 organizers are also looking for volunteers (more information and a volunteer sign-up form are here).

You can visit the VWBPE website for more information. If you need to set up a Second Life avatar to attend VWBPE 2023, just visit the Second Life website and click on either of the places indicated by the red arrows (or just go here):

Setting up a Second Life avatar/account is easy

And if you should need a little help getting your Second Life avatar looking presentable and fashionable while spending as few Linden dollars as possible, well, Auntie Ryan has got you covered. 😉

See you at VWBPE 2023!

Attending to a Long-Delayed Project: An Updated Comparison Chart of Popular Social VR Platforms, Plus an Updated Metaverse List/Index

Yes, I am herding cats again: organizing metaverse platforms! (some context)

Starting today, I am tackling a couple of tasks which I have been putting off for far, far too long.

The first task is updating a now-dated comparison chart of popular social VR platforms, which I had originally compiled in 2019, and which Dr. Fran Babcock updated quite a bit in 2021 (Thanks, Dr. Fran!). The second and related task is updating my sprawling (and also somewhat dated) list of virtual worlds, social VR, and/or metaverse platforms! The latter also functions as a sort of index to all the blogposts I have ever written about the various platforms, and so it serves two purposes: a metaverse list, plus an index-cum-aide-memoire for this longtime blogger!

I will be taking some research days (mostly, successive Mondays) from my regular job as a university librarian to devote to these projects. It will likely take me the rest of this winter and probably well into spring to do this work. Thank you for your patience as I head out to herd cats!

UPDATED! The Wall Street Journal Launches a Four-Part Podcast Series on the Metaverse and Second Life

The Wall Street Journal has launched a four-part podcast series called How to Build a Metaverse, with the introduction posted on September 19th, 2022:

We’re in a metaverse déjà vu moment. Companies are spending billions of dollars creating new metaverses, imagining a 3D virtual future. But there’s a metaverse that’s already been around for decades. In this world, people have started businesses, built homes and fallen in love as avatars.

In a new four-part series from The Journal, producer Annie Minoff heads back into that largely forgotten metaverse – Second Life – to tell the story of the metaverse we already have and what it can reveal about the one that’s coming.

Start listening to How to Build a Metaverse on Friday, September 23rd.

You can listen to this podcast via The Wall Street Journal website for the podcast The Journal (here’s a link to the first episode), or via your favourite podcast service, such as Apple, Spotify, or Google. I will definitely be listening in!

As I often say on this blog, Second Life is the perfect model of a mature, fully-evolved metaverse, which newer companies entering this marketplace would be wise to study, learn from, and emulate. This seems a rather appropriate time to share an image which I discovered while browsing on the r/SecondLife subreddit over on the social media website Reddit, directed towards all those newer metaverse wannabees (looking at you, Meta!):

UPDATE Sept. 27th, 2022: I listened to the first instalment of this podcast on Sunday, and I can recommend it highly! Annie Minoff interviews many different people—including former Linden Lab senior staff like Philip Rosedale and Cory Ondrejka—and it’s clear that she has immersed herself into Second Life and its culture a lot more than most reporters! I look forward to listening to future episodes of this podcast.

UPDATE Oct. 4th, 2022: The second episode has dropped, and can be found here: Avatars Behaving Badly (LOL!). Note that new episodes of this four-part podcast will be available to listen to on Fridays.


Thank you to Zella Jane for the heads-up!

Second Life is Looking for Beta Testers for its New Puppetry Feature: Control Your SL Avatar’s Face and Upper Body Movements Using Your Webcam!

This afternoon, Linden Lab (the makers of virtual world Second Life) made an announcement:

Wouldn’t it be cool if you could animate your avatar in real time? What if you could wave your arm and your avatar could mimic your motions?  Or imagine if your avatar could reach out and touch something in-world or perform animations?  Linden Lab is exploring these possibilities with an experimental feature called “Puppetry.”

We have been working on this feature for some time and now we are ready to open it up to the Second Life community for further development and to find out what amazing things our creators will do with this new technology.

The code base is alpha level and does contain its share of rough edges that need refinement, however the project is functionally complete, and it is possible for the scripters and creators of Second Life to start to try it out.

The animated GIF I copied from the Linden Lab announcement didn’t work in my blogpost, so I downloaded the video from their tweet below:

Now, Second Life is not the first flatscreen virtual world to announce such a feature (that would be Sinespace; I wrote about their Avatar Facial Driver back in 2018). At that time, Sinespace said that facial coverings such as glasses might interfere with the tracking. However, four years have passed and I have zero doubt that the technology has improved!

Linden Lab goes on to explain how the Puppetry technology works:

Puppetry accepts target transforms for avatar skeleton bones and uses inverse kinematics (IK) to place the connecting bones in order for the specified bones to reach their targets.  For example the position and orientation “goal” of the hand could be specified and IK would be used to compute how the forearm, elbow, upper arm, and shoulder should be positioned to achieve it. The IK calculation can be tricky to get right and is a work in progress. 

The target data is supplied by a plug-in that runs as a separate process and communicates with the viewer through the LLSD Event API Plug-in (LEAP) system.  This is a lesser known functionality of the Viewer which has been around for a while but has, until now, only been used for automated test and update purposes.

The Viewer transmits the Puppetry data to the region server, which broadcasts it to other Puppetry capable Viewers nearby.  The receiving Viewers use the same IK calculations to animate avatars in view.

For more details about the Puppetry technology, take a look at the Knowledge Base article Puppetry : How it Works

To my knowledge, this marks a major change in how avatars move in Second Life. One of the things which the newer generation of metaverse platform users (much more used to social VR platforms like VRChat) have found odd is that SL avatars rely so much on the playback of pre-recorded animations. (Keep in mind that SL does not support users in VR headsets, as it cannot reach the necessary frame rates to avoid VR sickness! There have been valiant attempts made over the years, however.)

If you are intrigued by this development and want to test it out for yourself, here are the details (it does sound as though you will need to be a bit of a computer geek to participate, at least in this open beta test period!):

The Puppetry feature requires a project viewer and can only be used on supporting Regions.  Download the project Viewer at the Alternate Viewers page.  Regions with Puppetry support exist on the  Second Life Preview Grid and are named: Bunraku, Marionette, and Castelet.

When using the Puppetry Viewer in one of those regions, if someone there is sending Puppetry data you should see their avatar animated accordingly.  To control your own avatar with Puppetry it’s a bit more work to set up the system.  You need: a working Python3 installation, a plug-in script to run, and any Python modules it requires.  If you are interested and adventurous: please give it a try.   More detailed instructions can be found on the Puppetry Development page.

We look forward to seeing what our creators do with the new Puppetry technology. Compared to other features we have introduced, it’s quite experimental and rough around the edges, so please be patient!  We will keep refining it, but before we go further we wanted to get our residents’ thoughts.

We will be hosting an open discussion inworld on Thursday, Sept 8 1:00PM SLT at the Bunraku, Marionette, and Castelet regions on the Preview Grid.    We’re also happy to talk about this at the upcoming Server User Group or Content Creator meetings.  Come by, let us know what you think, and hear about our future plans!

I for one will be quite excited to test this new feature out!