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Double Happiness Manufacturing

doubleahappiness.jpgDouble Happiness Manufacturing is a project of Invisible Threads - a collaboration between Jeff Crouse and Stephanie Rothenberg. Certified as an ISO-9001 & 14001 manufacturer, Double Happiness produces fashionable jeans in a state-of-the-art telematic manufacturing factory in Second Life.

As Second Life becomes more populated, the price of virtual land increases, becoming the game’s idealized virtual commodity. In order to emphasize this relationship and the exchange of real world dollars for virtual assets, the SL sweatshop will follow the “indentured servant” model – SL citizens will work in the factory for a set amount of time and in turn be given virtual land in exchange for their service. Continue reading


Dec 11, 14:45
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Keepon dancing to "Don't You Evah"

Will Web 2.0 Kill Cyberspace?

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“[…] These days the boundaries between reality and cyberspace are becoming increasingly blurred and the activities on the Web are becoming more two way and integrated with reality … With going into cyberspace no longer being a discrete step (folks are more and more always there now) and with the primary activity often being to interact with other folks transparently, and you have a folding of cyberspace so severe that it just disappears into the ether.” From Will Web 2.0 Kill Cyberspace? by Dion Hinchcliffe. Continue reading


Jun 22, 09:45
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Second Life Flood

An immersive demonstration of global warming’s worst case scenario impact– whole regions throughout Second Life, submerged under water. [via]


Apr 5, 18:45
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lifecrawler lifestream service

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Bring secondlife presence on your website. Increase your coverage of your secondlife events by streaming your outstanding performance realtime to the internet. Continue reading


Apr 5, 17:51
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NOEMA

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Ideas + Survey

Generic Infrastructures [2] by Rob van Kranenburg: Today we are in the worst situation imaginable. Our global and undisputed computing paradigm posits that computing processes are successful only in as much as they disappear from view. Our design focus is ever more following Philips untenable but seductive ‘sense and simplicity’ resulting in the-bug-as-a-feature-design of the Ipod Shuffle. Our educational system is following this systemic hide-complexity strategy that favors the large industrial labs, IT conglomerates and above all their clinging to notions of IP and the patent that are firmy tied to their notions of doing business and making money. And our users, us? We are YOU, the most influential person of the year 2006, according to TIME Magazine. You fill the Wikipedia entries in your spare time, you blog your daily activities, you co-bookmark on de.l.i.c.i.o.u.s, upload your photos to flickr, you buy mating gear in Second Life, and mark your position on Plazer or Google Earth. You fill out the forms. Isn’t it time you start questioning the principles behind the formats? And, to make matters even worse, your na¯ve ideas of sharing are corrupting notions of privacy, transparency and informational architecture symmetry. Continue reading


Mar 25, 13:33
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[iDC] The -L- Word

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Laboring + Learning in Second Life

[left: Trebor Scholz presenting at OurFloatingPoints on Emerson Island, SL; screenshot by John Craig Freeman, February 28, 2007.]

Trebor Scholz wrote: After the OurFloatingPoints event at Emerson College, over some green string beans and tofu, I talked with the organizers about the value of Emerson buying an island in SecondLife (SL) for a thousand dollars in order to build a representation of their First Life campus. (Monthly service costs are about $250.) I still don’t quite get it.

Emerson and Harvard replicated their First World architecture in SL. [1] SecondLife simply becomes a novel Public Relations interface. By re-creating our existing institutions in the virtual world, we loose a chance to re-think these knowledge factories untied from the restrictions of economical restrictions. Nevertheless, Harvard’s Berkman Center for Internet & Society uses their SL campus to offer courses open to the “public” and Emerson even experiments with 3D modeling classes and authors artworks. Continue reading


Mar 6, 10:10
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Virtual Muckraker Interviewed By MIT Brain

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Henry Jenkins + Peter Ludlow

MIT’s Henry Jenkins has a great interview with our Muckraker-in-Chief over at the Second Life Herald, Peter Ludlow (aka SL’s Urizenus Sklar). In fact, it’s the first part of a two-part interview, the second part of which should be coming tomorrow. [UPDATE: Read part two.] There’s great stuff here on the importance of “local” or “community” journalism to virtual worlds. Tomorrow we’ll hear from Peter on the current debate that’s raging over Second Life, and more on governance in virtual worlds. Recommended reading. [posted by Mark Wallace on 3pointD]


Feb 9, 18:03
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Second Life

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Energy Consumption of an Avatar

From Energy Consumption of an Avatar in Second Life: He quotes Philip Rosedale, the head of Linden Lab, the company behind the virtual world: “We’re running at full power all the time, so we consume an enormous amount of electrical power in co-location facilities [where they house their 4,000 server computers]. We’re running out of power for the square feet of rack space that we’ve got machines in. We can’t for example use [blade] servers right now because they would simply require more electricity than you could get for the floor space they occupy.”

If there are on average between 10,000 and 15,000 avatars “living” in Second Life at any point, that means the world has a population of about 12,500. Supporting those 12,500 avatars requires 4,000 servers as well as the 12,500 PCs the avatars’ physical alter egos are using. Conservatively, a PC consumes 120 watts and a server consumes 200 watts. Throw in another 50 watts per server for data-center air conditioning. So, on a daily basis, overall Second Life power consumption equals:

Continue reading


Feb 9, 08:48
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Hazardous:

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Second Front watches “Strange Culture”

This week we were invited to attend the premiere of “Strange Culture“, an independent film by Lynn Hershman which discusses the infamous case of the arrest and pending trial of Steve Kurtz from the Critical Art Ensemble. The film will be shown at the Sundance Film Festival this week and has the distinction of being the first-ever feature film shown in Second Life.

It seemed altogether appropriate to have the first-ever performance art group in Second Life present at opening night (afternoon). We decided to don hazmat suits and gas masks to show our support for the defense in the ongoing Kurtz case. Second Front was unusually subdued in its urge to create a large-scale performance. We sat quietly and watched the film. The only sound besides the movie soundtrack was the constant clicking of the Second Life cameras as we documented this historic event.

Watching a movie in Second Life was totally weird. When you get to the movie theater, you hit the play movie control on your SL window. We’re all watching the same film, but a different times! That seems like the most significant difference from a traditional cinema. Continue reading Hazardous: Second Front watches “Strange Culture” by Great Escape, Second Front. Continue reading


Jan 31, 13:00
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