Thursday, December 14, 2006

Second Life exponentiates to 2 million residents

Today the virtual world Second Life welcomed its 2 millionth resident, exponentiating in growth from the 1 million resident mark on October 18, 2006 in less than two months and after barely having 100,000 residents at the beginning of 2006.

It is not Second Life’s 2 million residents, 10,000-20,000 of whom are in-world at any given time, nor its $650,000 per day economy ($237 million per year; $119 per capita, exceeding that of the Congo, Ethiopia and Burundi) that signals that the immersive world medium has arrived, but rather the existence of its opposition. The Register often highlights critical and problematic aspects of Second Life which it refers to as Sadville, for example citing "saddenfreude" and an analysis that time spend in Second Life contributes to global warming, as an avatar and a Brazilian consume roughly the same amount of electricity. (TV and media center electrical consumption was not mentioned.)

The brewing anti-SL movement has even moved in-world in hopes of better capturing SLer attention. The World Development Movement's anti-poverty campaign reminds passersby that there are still problems in what they refer to as "the Real World" such as a preventable child death every 3 seconds.

The ongoing presuppositions of the anti-SL movement are strange. They seem to think that SLers are 1) responsible for and 2) capable of contributing to world-problem solving in some unique way that TV watchers for example are not; and that 3) SLers are in fact not working on physical world problem solving in the physical world or via Second Life although there is much evidence to the contrary (such as the awareness raising Darfur sim where SLers can experience the refugee camp experience more closely).

When was the last time TV watchers or online Bix contest participants were blasphemed for watching TV or surfing the web instead of working on the world’s problems in their relaxation time?

Wednesday, December 13, 2006

Industry Roadmapping with Prediction Markets

Prediction markets are already known as liquid trading sites for real money and reputation and are starting to be deployed in corporate settings such as at Google, Microsoft, HP and Pfizer for crowd sourced knowledge of product launch dates, sales forecasts and other corporate events. Information markets are now even web 2.0-ified so that you can easily create your own prediction question with Inkling Markets or build a full market with open source software from Zocalo.

Prediction markets could be useful in many other areas such as industry roadmapping where disbursed information could be aggregated in meaningful ways. Industry roadmapping, which is setting future milestones and actions in an industry as agreed upon by the industry participants, is perhaps best known in the semiconductor industry. Other industries such as nanotech (via the Foresight Institute) and virtual worlds (via the Metaverse Roadmap) have been in the early stages of implementing roadmapping.

Prediction market roadmappers could create events and enter their view of the importance and timing of these events which are then rolled into a composite easily viewed on a time graph.

Roadmapping would become continuous instead of discrete by allowing participants (anonymous or not) to remain in real-time linkage with the project and constantly update any new information to be reflected immediately in the overall outlook.

Monday, December 11, 2006

Bubble 2.0?

Life 2.0 has been re-inventing all aspects of experience including work, play, communication, commerce, politics, healthcare, aging, sexuality and spirituality so it is inevitable that it is eventually time for Bubble 2.0.

Is it Genius or Bubble? You be the judge

Some of the new startups not just using the new math but in fact no math include Bix, an online contest site which received $6.8M from VCs before being bought by Yahoo for an undisclosed amount in November 2006, Unboxing, UGC videos of geeks unpacking gadgets (can the site outlast PSP3 and Wii-envy?) and all the name-your-hobby-hereSTER cluster sites. Sort of reminds one of the deep history (five years ago) of eFlake, a breakfast cereal portal, ePants, an online pants ordering service and all the drugstores.com.

Another tip-off: Venture Capital financing has had a slight up-trend in the last three years, pouring at least $5 billion of investment dollars into early stage companies each quarter. (Source: PWC MoneyTree, October 2006)

Saturday, December 09, 2006

Mainstream is not wowed by Second Life

Second Life is bursting at the seams - the immersive world is due to reach 2 million residents next week and has a burgeoning economy transacting over $650,000 worth of virtual goods and services EACH day.


More and more people are starting to learn about Second Life and there is one repeatedly recurring reaction: that people are affronted, even insulted that others would spend time in an immersive world.

This reaction has been expressed at least twice on NPR, recently when there was a commentator from Harvard's Berkman Law Center for Internet and Society and earlier from a Columbus OH caller on the October 24, 2006 Talk of the Nation segment (minutes 15:30-16:19 of the 30:20 minute program)
"I’ve never called in before ... I’m pretty disgusted by the whole thing ... there are so many real problems in the world ... this creative energy could go towards solving a lot of the basic problems and things that are going on in Africa ... I’m sure there’s some good coming out of it ... like new car designs ... but I’m very surprised at the amount of energy that people spend on things like this when there are people that can’t even have clean water …"
Ignoring the conflicting presuppositions and logic breaches, the key point is that something is different about spending time in Second Life versus with those other uber-productive activities that people might be doing in stead. There are several levels on which to examine this conflict.

1) What is objectionable about being in Second Life as compared with other leisure exploits like watching TV, watching YouTube, reading a novel, or playing video games?

2) What is objectionable about spending time in Second Life as compared with other creative exploits such as painting, carving wood in the garage, programming software or designing a video game?

3) What is objectionable about making a living in Second Life (which requires developing and using advanced technical skills) as compared with other remunerative efforts such as being a corporate drone, pornographer or gambler?

The response is so quick, visceral and negative that it is as if people are feeling personal rejection. Second Life is somehow different than other activities, even different than video games such as World of Warcraft (despite World of Warcraft racking up far more hours per user), perhaps because of the story of what Second Life offers, an alternative reality, and that people who spend time there are in some part rejecting the physical world and by extension its participants, non-SLers.

However, like the book, one of the original immersive alternative worlds, and in fact like most technologies (e.g.; radio vs. records) most people will probably come to realize that online immersive worlds offer more not less and supplement rather than replace the reality they experience.


Real-time 3D weather data visualization from NOAA


MLK "I Have a Dream" exhibit at the Second Life Library


How does the brain work at Uvvy Island


Climate crisis education at the International Spaceflight Museum

Wednesday, December 06, 2006

Where is SingularitySTER?

With a friendSTER for every hobby like dogs, cats, cars and sports fans, where is what might be termed as KurzweilAI.net 2.0, Singularityster? This long tail needs to meet.

Instead of community members authoring "first-person" journals in the name of their dogs as 35,000 do at Dogster, AGIs (Artificial General Intelligences) could write their own journals, or write journals as people...maybe they already are.

The new Turing Test would be identifying whether that is a human blogging as an AGI or an AGI blogging as a human...

Thursday, November 30, 2006

Philanthropy 2.0 and Voluntourism

Leading philanthropy consultant Katherine Fulton's November 2006 talk at the LongNow was interesting and informative but unfortunately ignored the Accountability 2.0 and Effectiveness 2.0 that should be accompanying Philanthropy 2.0. It becomes increasingly clear that the roadblocks are more about political, structural, procedural, institutional and organizational issues than the receipt of funds. As Amy Chua points out in "World on Fire," there is no incentive for ruling elites to take any action to diminish their power. Philanthropy 2.0 should be about the effective usage of financial and other resources not simply their presence.

Peer-to-peer finance is the Markets 2.0 improvement - a more direct way of allocating philanthropic resources, using services such as third-world entrepreneur lender Kiva, international grassroots project donation site GlobalGiving and livestock donation service Heifer.

Even better than personally-directed philanthropic capital is moving into an active role by being a volunteer tourist, voluntouring for two or more weeks in a country of your choice with programs run by UniversalGiving, Social Venture Partners and other organizations. A nice antidote to regular travel, adventure travel, extreme travel and eco-travel.

Saturday, November 11, 2006

Web 2.0 Meta Apps and Self-Aware Objects

With the proliferation of Web 2.0 companies, website based applications for category aggregation are needed.

The idea would be one site each for MetaCalendar, MetaPhoto, MetaBookmarking, MetaShopping (some of these exist but a more robust UPC code data aggregation and information packaging tool), MetaSocialNetworking (aggregating multiple in-site irresolvable profiles in addition to aggregating across all social networking sites), etc.

Advances and acceptance of federated identity are in process, however, user-administered affinity profiles could sidestep and even pave the way for federated identity and single logins.

Being useful is a parameter that should be pushed to the web object level, not imposed on the human user. Objects can become semi self-aware, at minimum finding and knowing of all other web instances of themselves (initially via UPCs) and the parameters there from such as price and availability, and later higher level parameters such as affinity compatibility.

All web content objects (products, services, blog posts, news items, personal profiles, etc.) could become self-aware in the sense of interfacing with affinity profiles and gathering and proffering basic and extended information and recommendations to human users.

Thursday, November 09, 2006

Micro-content and MMOG Fantasy Sports Leagues

Conceptually, there are many possible way for technology to re-invent the future of professional sports event viewing and fantasy league sports participation.

1) User-driven event viewing, Tivo 2.0

The growing multitude of professional and amateur video and photo footage of professional athletic events from every angle and time frame could be used to allow user-directed event watching.

For example, in a football game, some viewers want to see the whole field view, some just the 10 yards of current action. Some viewers want to see certain replays from certain angles, some don't. Some viewers wish to see the content at varying levels, e.g.; instructional and coaching viewers want to see the maximum detail (time, angle and zoom) where as recreational viewers might prefer a five-minute highlights summary of the event, or of their favorite players.

Users could tag video micro-content segments and mix and mash their own fan highlights and instructional videos. Users could share their custom views and select those of others; e.g.; the defensive coach's view, the Joe Namath view, the Barry Bonds view (e.g.; how Barry Bonds would customize his view to watch a baseball game), etc.

Status: Data exists, needs applications, including (non-trivial) video search micro-content tagging, preferably via an automated tagging engine


2) Simulated Games using real micro-content mashups

Once all physical-world games are repetitively filmed (think massively multiple YouTube listings), micro-content tagged (e.g.; accessible at varying layers of detail, for example, all the footage of one specific player) and available in one or more web repositories, the micro-content pieces can be mixed, matched and re-run in simulation.

Fantasy league play could explode up to the next level of running game sims mashing footage of how the individual players actually played in concert with their other fantasy league team mates and opponents. Some sort of action reading and mapping would be necessary to make the simulated action make sense. Fantasy league games could be events of their own right and would have their own score outcomes.

Status: Need micro-content auto-tagging first, then a mix and match selection and simulation platform with an algorithm to mash physical-world video content of players from many physical-world "source" games into simulated fantasy league games.


3) Virtual World Sports MMOGs

Another way to mix physical-world content in simulation space would be by having lifelike avatars of the entire NFL, European Soccer League, Women's Volleyball Team, NBA, etc. available for play in metaverse worlds or video games.

Players could select to play one, several or a team of avatar athletes to compete against other players playing other avatars. This would be a tremendous licensing opportunity for athletic leagues, including not just the avatorial video resemblance but also possibly a recorded audio database of athletes' umms, ooofs, grrrs and other sound effects.

Status: Need athletic leagues to realize that multiverse world player representations could complement and in fact might ultimately supersede physical-world licensing opportunities.

Sunday, November 05, 2006

Affinity Ratings - New gigg for Digg?

Digg's filtering value is eroding now that it has become mainstream. It is time for YAM (yet another mashup) Web 2.0 style - mashing digg and social networking to deliver the ability to see one's social network's diggs, and more broadly to personalize any variety of filters for digg. Maybe some companies will even present this at Web 2.0 Launch Pad this week.

Del.icio.us has the same "diluted value due to size" challenge, and is including an early social network tool with "my network," however my network is discrete. A better implementation would be filters overlaying the whole site's functionality, allowing users to filter on all, my networks, me, and any other affinity profiles.

Affinity Ratings and Mashups 2.5
Even more useful than mashing up social networks and digg and bookmarking would be adding user-specified Affinity Ratings to digging and tagging. Users could select canned affinity profiles (e.g.; green, sustainable, entrepreneur-posted/created) or create their own - the "Jane Geek Affinity Rating." The easiest implementation of Affinity Ratings would be aggregating tags.

Digg functionality could be expanded to allow personalized affinity ratings on news, and next and more importantly, on non-news items such as products and services.

Wednesday, November 01, 2006

P2P Finance - Does it work?

$20 million in loans have been funded to date through P2P lending marketplace darling Prosper, not bad given that the site launched publicly less than nine months ago. But is it working? How are these loans performing?

In another victory for transparency (the first being that borrowers willingly consent to having their credit ratings posted publicly), Prosper also makes default statistics publicly available.

Below is a simple analysis comparing Experian default rates by credit tier to the percentage of Prosper loans that are 1+ months late and 3+ months late on a payment.


Although the news appears to be encouraging, since Prosper currently only has 3,372 loans active and billed (below), it is really too early to form definitive conclusions. From this early data, Prosper loans seem to outperform traditional loans in the C, D, E and HR credit tiers, but under-perform traditional loans in the higher credit tiers, AA, A and B. Outliers, potentially fraudulent activity and really just too little data and too short of a track record are influencing these numbers, however it will be interesting to see if the trend can be maintained.