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Perspective: Conference call 1, 'Second Life' 0

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Conference call 1, 'Second Life' 0
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I was curious about Second Life, so I thought I'd drop in on a news conference from networking giant Cisco Systems. My verdict: the boring old telephone conference call is a more compelling experience--for now.

For one thing, news conferences about abstruse technical matters can be bland under the best of circumstances. Holding them in a virtual-reality zone doesn't spice things up--unless attendees' avatars are furry animals or wear jet-packs and fishnet stockings.

When it comes to the main reason somebody might want to hold a virtual-world news conference--a more direct, engaged interaction among participants--Second Life remains a mixed bag. To me, it feels more engaging and human than a text-only chat room, but less engaging than a telephone conference call. So far, there's no substitute for real, live human interaction, with all the subtle vocal inflections.

But while Second Life isn't perfect, it's nevertheless got some promise as a choice of venue when it comes to surmounting geographic barriers.

Because corporate headquarters are rarely located conveniently nearby newsrooms, we in the tech journalism trade spend a lot of time listening to the voices of disembodied executives on the phone. The Cisco representatives who held forth on Monday in Second Life--chiefly an avatar by the name of Marie CiscoSystems who in real life is Marie Hattar, senior director of network systems--were somewhat less disembodied.

A lot of people seem to enjoy dressing up in outrageous outfits and leaving their love handles behind.

A virtual room populated by avatars does give me something of a sense of being present in the company of others. For example, I actually felt temporally disoriented by the fact that Cisco's online digs were in the dark of night even though it was daylight in my corner of the real world.

I was a reporter at the Cisco event, but I've seen such gatherings from Cisco's point of view, as well. CNET Networks has a headquarters in Second Life where we hold interviews open to public participation. Sure, we could do it over an IRC channel like the retro-hipster analysts at RedMonk, but a lot of people seem to enjoy dressing up in outrageous outfits and leaving their love handles behind.

It makes sense that Cisco, which makes its money because people need equipment to shuttle ones and zeros around the Internet, would want to foster a future rich in online interactions. Indeed, the company uses Second Life for its own internal meetings and sells high-end videoconferencing equipment.

Even in a room generated with 3D graphics, text is drab. Cisco's conference opened with Marie CiscoSystems pasting text sentence by text sentence into her chat dialog box. That might be compelling for an instant-message conversation with your budding romantic interest, but for what amounts to reading a news release, it's a pretty plodding way to impart information.

However, richer interaction is on the way that could change things substantially for this sort of event: Second Life is adding audio communication into its virtual realm.

Which is a nice segue into what Cisco actually announced, a switch with some features that could prove handy for making Second Life a more compelling environment. Cisco unveiled the Catalyst 6500 Series Supervisor Engine 32, which is equipped with the company's Programmable Intelligent Services Accelerator (PISA) technology.

In the words of Marie CiscoSystems, PISA "is providing application intelligence, which allows you to do deep packet inspection in a stateful way so that you can better prioritize your traffic." In other words, it can detect what types of data packets it's shuttling and give the fast lane to whatever is most important.

One big reason that sort of technology is useful is for sending multimedia data--Second Life audio, for example--over the network. It's fine when computers reassemble e-mail attachments from their constituent data packets at a relatively stately pace, but it's seriously disruptive to the human senses when Web-based audio or video pauses and stutters.

There's no shortage of Second Life hype and silliness, but it's got potential to be more than a flash in the Internet pan. For one thing, some of the most staid of technology companies are dipping their toes in Second Life waters. IBM, for example, just opened its "virtual IBM Business Center," which lets IBM salespeople and customers meet for briefings, technical support and sales chats. The facility is staffed with real people who can speak English, Portuguese, German, Spanish, Dutch, Italian, French and Canadian French.

For another, Second Life is a domain enlivened by some of the more sophisticated products of human civilization: commerce and programmers. Sure, a lot of the profit motive involves unseemly businesses, and at least one program involved unwelcome flying penises, but both show the vitality, as well as the pitfalls, of Second Life.

Biography
Stephen Shankland is a senior writer for CNET News.com.

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What SL Really Needs...
by DraconumPB May 25, 2007 9:50 AM PDT
...is better security. It seems to me as if the place is a literal free-for-all, where anyone and everyone can do whatever they want. That's great for building a community out of user-generated content, but there has to be some limits.

For example, there needs to be a mechanism by which companies and other organizations can hold meetings like this in a 'safe' zone where there's no danger of people randomly spouting ******* everywhere, or coming in dressed as a naked, large breasted vixen or something (I love furries as much as the next ubergeek, but I am not sure that they belong in a Cisco newsconference... I think.)

That way, for example, companies will have less to worry about in terms of griefing and nuclear explosions demolishing their (cyber) property.

This shouldn't, however, necessarily apply to the general shared landscape. But property owners need some control over their space, huh?
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I tried SL
by Arrgster May 25, 2007 10:45 AM PDT
Thought it was a bit boring but then again I've never been into chat rooms ether. What I did find interesting is a good number of them admitted they had problems meeting people in the real world (RW). This is something I've never had a problem with and may point to why I don't care much for virtual worlds or chat rooms. Don't get me wrong, I'm all for people communicating no matter what the method, But it does point to some interesting differences in human nature...
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You Haven't Seen the Real Thing, Fella
by Len Bullard May 25, 2007 10:54 AM PDT
Didn't need SL to teach us what the VRMLers and other real-time 3D vets have been doing for years:

1. Avatars with names (not aliases) can provide a name just by mousing over them. That enables silent (out-of-band) chat without disrupting the main conversation.

2. An avatar at a virtual blackboard (secondary wrapped media content) or anywhere else in the room is easily identified so if you highlight them, you know who is talking. That is much easier than figuring it out from their voice particularly the first time.

3. It is easy to get a record of conversation from chat logs. It is easy to add annotations to them for further detail. You can do that in any live distributed collaboration media. Real-time 3D is a bit cheaper than video. Today, it can also use less bandwidth but since real-time 3D is a hypermedia wrapper, that use goes up as secondary media types are added.

4. With a little creativity, you can create avatars that have the group/role attributes built into their appearance just as is done in military uniforms.

You can do that without voice. Even with IVR, real-time 3D can get far beyond phone conferencing and already has. Don't judge the capability by SL. They are quite late to this application of real-time 3D. You are simply working for a company paid to hype them as if they are pioneers where really they are the flatlanders come to the mountains.
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