Another example of using web services in Second Life is writing
blogs
from within Second Life using the
BlogHUD
developed by Koz Farina who also is reported to have found a flash hack
that allows for
reading RSS feeds.
As explained by Koz Farina
Quicktime supports Flash, but only up to Flash version 5. We're up to version 9 on that now!
Luckily, I have been dabbling with Flash since the early days,
so already knew how to do this 'the old way'... So,
Flash is doing all the work. No LSL at all... I heart feeds.
Did I say 'I heart feeds?
The RSS display uses the ability to stream Quicktime video in Second Life, and again the
mashup is not created in Second Life but by appropriate server support.
In a similar vein we may incorporate live
streaming video,
for example by using
WireCast
to capture and organize live camera input, possibly together with screen output of
other applications such as powerpoint, which must then be sent to a
streaming server supporting Quicktime, such as Apple's
Darwin,
which may then be accessed from Second Life to texture a display object.
Finally, as
another Web 2.0 to Web 3D phenomenon, announced in
New World Notes,
we may mention the used of
Twitter messages, that allow residents to send and receive message about
ongoing activities.
A similar service is reported to exist for jaiku messages.
VIRTUAL ECONOMY
Mashups on the Web are interesting representatives of what one may call
a virtual economy, with a business-model that is not grounded in traditional
production and trade values, but rather consists of value-added services
with an indirect, albeit substantial, financial spin-off, due to recommendations and referrals.
The basic mechanisms in a recommender economy are, according to [Kassel et al. (2007)]:
mechanisms in a recommender economy
- cross sale -- users who bought A also bought B
- up sale -- if you buy A and B together ...

Where the principles underlying this virtual economy have definitely proven their value in first (ordinary) life economy,
what are the chances that these principles are also valid in Second Life?
According to the media companies selling their services to assist the creation of presence
in Second Life,
there are plenty
New Media Opportunities In The Online World Second Life,
to a possibly even greater extent, as they boldly claim, as in what they call
the predessor of Second Life, the World Wide Web.
To assess the role web services, including semantic web services, may play in Second Life,
it seems worthwhile to investigate to what extent web services can be deployed to
deliver more traditional media, such as digital TV.
To support the business model of digital TV, which in outline may be summarized as
providing additional information, game playing and video on demand,
with an appropriate payment scheme, [Daskalova & Atanasova (2007)] argue in favor of
the use of a SOA (Service Oriented Architecture),
to allow for a unified, well-maintainable approach in managing collections
of audio-visual objects.
Such services would include meta-data annotation, water-marking for intellectual property protection,
and search facilities for the end-user.
[Atanasova et al. (2007)] even propose to wrap each individual audio-visual object in a (semantic) web service
and provide compound services based on semantic web technologies such as
OWL-S
(OWL-based Web Service Ontology)
and WSMO
(Web Service Modelling Ontology) using semi-automatic methods
together with appropriate semantic web tools,
for the description and composition of such services.
Obviously, there is a great technical challenge in creating such
self adjusting service environments.
With respect to the application of web services in Second Life, however, a far more modest aim, it
seems that nevertheless the business model associated with the delivery of media items through
digital TV channels may profitably be used in Second Life, and also the idea of wrapping media items in
web services has in some way an immediate appeal.
Leaving the economic issues aside we will briefly consider two applications that we
envisage to realize within the virtual campus of VU @ Second Life.
The first application is Clima Futura, a game
meant to give information about climate change.
More specifically, as a submission for the Dutch Contest for the Communication of Science, we
have developed, in close collaboration with the VU Climate Center,
the Clima Futura game, that
invites players to manage resources related to climate change, over a period of 100 years, and also allows the
player to play minigames, to gain access to audio-visual information about scientific developments as well as
political issues related to the inconvenient truth of climate change.
Although we do not intend to realize the whole game in Second Life, we actually use flash
to reach an audience as wide as possible,
as a pilot parts of the game could fruitfully be realized in the VU virtual campus,
in particular the search for knowlegde, that is looking for an expert in a particular area of
(climate-related) research.
A similar quest was implemented in our Half Life 2 based game VULife, [VULife], where the player
had to visit nine information spots, which resulted in displaying in a HUD nine square matrix the location of
a hidden treasure, which was then actually the power to use arms.
Technical issues in realizing Clima Futura in Second Life are support for ranking, as well
as meta-information with respect to locations
where relevant information can be found, which may be realized with the techniques indicated
previously.
Another issue is giving flexible access to video material related to specific topics in climate change.
The other application we wish to discuss is PANORAMA, [Vyas et al. (2007)].
In developing PANORAMA we proceeded from the assumption that people somehow like to have a feel of what is
going on in the workspace, although not in any detail, and also like to see items of personal interest,
including (their own) birth-announcements and sport troffees.
The original version of PANORAMA was developed in DirectX, and was meant to be displayed on a large screen,
with a static viewpoint on a dynamically changing scene, reflecting the activity in the workspace and
the self-reflective contributions in an artful way.
Moving from a central large screen in first life to a visualisation embedded in Second Life,
which is moreover subject to first-person viewpoint dynamics, is quite a challenge.
The most simple solution would be to project the large PANORAMA screen onto a display object
in Second Life using live video streams but this would leave that challenge unanswered.
Embedding PANORAMA in Second Life would allow us to observe, in more detail than in a previous
user study, the behavior of users, that is, to be more precise, the proximity to particular objects
of interest, the duration of their presence, and, using the mechanisms of recommendation, their interest in
related items. Technically, such monitoring can be achieved using the sensors and listeners described
before. To make sense of such data, however, we need some model that allows for an interpretation
that is more meaningful than the mere registration of presence.
TRACKING INTERACTION
Our virtual campus in Second Life already allows for performing simple statistics, by recording the presence
of users at particular spots in the virtual world, using sensors and listeners installed in 3D objects.
Since the LSL script-based counters appear to be rather volatile, tracking data are sent to
a web server and stored in a database.
This mechanism can easily be extended to a more encompassing form of user tracking,
recording for a particular user not only presence at particular spots, but also the duration
of presence, the actual proximity to objects, and the proximity to other users,
as well as explicitly spoken comments or actions such as the donation of (Linden) money.
For example, observing that a user spends a particular amount of time and gives a rating r,
we may apply this rating to all features of the item, which will indirectly influence
the rating of items with similar features.
B = [ time = 20sec, rating = r ]
F = [ proximity = 0.2, type = postcard, topic = hawaii ]
R = [ object(postcard) = r, topic(hawaii) = r ]

This does of course not explain nor how ratings come into existence, nor what features are
considered relevant, or even how guided tours should be generated.
However, as we have demonstrated in [Ballegooij & Eliens (2001)], based on a rudimentary tagging scheme, we may in response to a query
generate a guided tour taking the topographical constraints of the virtual world
into account, for example to make a user familiar with the (virtual replica of the) actual workspace.
It seems that this approach can be generalized to one that uses alternative descriptive methods,
as long as they support feature-based information retrieval.
Obviously, both user tracking and recommendations may be fruitfully used in the
realization of serious (corporate) games, as well as to support exploratory activity
in non-serious games and (corporate) awareness systems.
CONCLUSIONS
Based on an overview of research and development(s) in web technologies
and our assessment of the technical facilities offered by the
Second Life platform, we may conclude that there are ample opportunities
to incorporate web services and mashups in Second Life.
Our intended applications, moreover, covering (corporate) game playing
as well as a system for promoting (corporate) social awareness, indicate
that there are clear motivations to deploy web services in Second Life,
both for tracking users' behavior and for providing additional information
based on recommendations that may be derived from taking record of
users' behavior patterns.
Although we have sketched a first behavioral model that allows to
assign meaning to behavior and interaction, it is clear that
this model must be further refined and that we need to gain experience
in developing mashups in virtual space to arrive at effective and meaningful
compositions of web services,
supporting the realization of (serious) games,
in Second Life.
Acknowledgement(s)
We (again) thank the students involved, Viola van Alphen (FEWEB), Tom Bestebreurtje (FEW),
Elbert-Jan Hennipman (FEW), and last but not least Bjorn de Boer (FSW),
for their enthusiasm, creativity, and of course their hard work
which led to an amazing result.
REFERENCES
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Workshop on Digital Television, Proc. EUROMEDIA 2007, Delft, Netherlands
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In: Proc. Web3D 2001 Conference, Paderborn, Germany, 19-22 Feb 2001
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MIT Press
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04/09/2009
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