Here's a lovely little film about a very likely and oh so magical future we'll soon to live thanks to augmented reality technology. Best I say no more than that up top --just watch and discuss below:
Here's a lovely little film about a very likely and oh so magical future we'll soon to live thanks to augmented reality technology. Best I say no more than that up top --just watch and discuss below:
How many people are actually interested in "social VR"? There's about 7 million VR headset owners, so presumably, at least a large fraction of them. So if I were Linden Lab, I'd be a bit worried looking at this view count:
That's the official teaser to Sansar released about 20 days ago, which was featured on several top tech media outlets including VentureBeat, Tom's Hardware, PC Gamer, and Upload VR, with a combined readership in the many millions. (VentureBeat alone gets 9 million monthly pageviews.) For whatever reason, however, most readers weren't teased enough to watch the actual teaser. By way of comparison, this video featuring VR Chat was uploaded to YouTube on March 10 with little or no media coverage, and got nearly 50K views:
Hey you know how Elon Musk believes we're actually plugged into a computer simulation of the real world created by an advanced simulation, even though that doesn't make much sense from a practical or even philosophical perspective? Funny story, but turns out he's spending money to someday, maybe, make that actually possible:
SpaceX and Tesla CEO Elon Musk is backing a brain-computer interface venture called Neuralink, according to The Wall Street Journal. The company, which is still in the earliest stages of existence and has no public presence whatsoever, is centered on creating devices that can be implanted in the human brain, with the eventual purpose of helping human beings merge with software and keep pace with advancements in artificial intelligence. These enhancements could improve memory or allow for more direct interfacing with computing devices.
So even if there is no advanced civilization plugging us in now, Elon's trying to build the hardware so that we ourselves (as rational and enlightened as we are) to plug in our kids, or our kids' kids. You can read more about it in this long Vanity Fair profile, which includes this on-point comment from VR pioneer (and Linden Lab board member) Jaron Lanier, touching on topics he also mentioned in my Wired article last year:
Please choose the most appropriate answer below! Given last week's post, please also answer (anonymously of course) according to gender identity:
Coming soon to Second Life thanks to the new Bento skeleton: Praying mantis avatars! This is an early demo from Angus Tamatzui, who tells me it'll be in his SL Marketplace listings when it's available. SL being SL, some enterprising weirdos will then inevitability figure out how to add "cannibalism after mating"* animation overrides and I just threw up in my mouth a little.
Eriko Littlebird shot this photo of a striking SL installation by virtual artist Pale Illusion, depicting real world border walls as cardboard (or to be exact, pixels as cardboard as walls), adding: "I am fed up with those politicians who steal our money to build walls while our parents fought to delete the ones which were built after WWII." Visit Illusion's wall here.
New Upload VR editorial by my colleague Balaji Krishnan, who argues that new social VR platforms must be relevant and useable to everyone who doesn't own a VR headset:
Combine these two trends — slow growth of VR, plus time/place-shifting of content consumption — and you can see that social VR as it is typically conceived confronts a near-insurmountable adoption hurdle. Facebook and other VR developers are asking consumers to invest a fair amount of money and quite a lot of time on a platform most of their friends still don’t use (since most of them don’t even own a virtual reality device) which also runs counter to every content consumption convenience they’ve enjoyed for the last 7-10 years.
It's not unlike the problem Second Life faced during the 2006-08 hype period, being a client optimized for high-end desktop PCs and dedicated broadband trying to gain traction when the market was rapidly shifting to laptops, wireless, and then smartphones.
The solution? A way for social VR users to still be social with the rest of us:
With Linden Lab's Sansar soon to launch and a game executive now helping to make its new social VR world more commercially appealing, reader Dirran Skytower has some pertinent thoughts for users of Second Life -- and for that matter, developers at Linden Lab -- contemplating the future of Sansar and worlds beyond:
I am in two minds. While I love sailing in SL I accept that there are always going to be much much better sailing simulators outside SL. That is always going to be true because building a standalone sailing simulator will always be easier than building a virtual world that includes mechanisms for sailing. That lies to almost every game. At the same time SL suffers significantly from being intellectually isolated from the gaming world. I suspect that is more at the den of management than the engineering staff...
Strawberry Singh is on a horse. A rideable, Bento skeleton-based horse that she's sneak-previewing, to be exact, enabling far more horse-like animations. The Second Life horse industry is already large enough to provoke real life lawsuits, and now that virtual horses can be even horsier, it's likely to grow far larger still.
This particular horse comes with some special features, says Strawberry, as this video shows:
Kimika Ying created in Second Life this utterly brilliant metaphor for the complex, interlocking, near-tottering connections between the Trump administration and Putin's Russia. For anyone who follows the story closely -- yes, the real world feels exactly like what Kimika created in a virtual one.
My Monday post on studies suggesting that women are much more likely to get motion sickness from using virtual reality has generated a lot of feedback -- it's been shared dozens of times from my Facebook page alone -- so I sent a quick e-mail to someone far more qualified than me to talk about that topic: John Carmack, CTO of Oculus VR and an evangelist of virtual reality for some twenty years: "Since several studies suggest women are much more likely to get sick using VR than men," I asked him, "has Facebook or Oculus ever extensively studied VR and nausea by gender?"
"I’m not involved with any of our user studies," Carmack told me, "so I don’t have any insight there." He pointed me to Oculus' media contact, who I'm following up with now.
Does that mean, I continued, "that you don't see nausea as a deal-breaking problem for VR ever going mass market?"
Carmack's reply to that question was an interesting one:
Hey you know those web links you see in the SL log-in screen when the world is loading? You know the ones, like this:
I was curious how many SLers actually click those links, because it always struck me as odd -- why would people click to a web page when they were in the middle of using a non-web client? Well, there's a way to track this, because it's a bit.ly link; just add a "+" at the end of any bit.ly link, and you get taken to the service's analytics for that page. Like so:
I'm not sure if that's exactly what VanessaDelRio Underwood was going for, but this sure looks like her avatar made up to resemble Melania Trump as a crying Statue of Liberty. Which works well enough for me.
Last week I noted the existence of white supremacist groups in Second Life, which popped up when searching for "White Pride" or other variations of those terms. As of at least last night, however, those terms no longer return direct results. The most notorious of the groups reported on, "WhitePrideWorldwide", is nowhere to be found.
I've asked Linden Lab twice about this topic, and have received no reply. Then again, when I asked Linden Lab about the existence of Confederate Flags in the Second Life Marketplace, I also received no reply, but for whatever reason, Confederate items shortly disappeared from the Marketplace soon after.
I say there's no "direct results" related to white supremacy that I can find, because Second Life being Second Life, here's what you get when you search for, say, "white power" in SL...
Bing! It's the sound your smartphone makes when the system demands your attention, and just as pertinent, the nickname of game industry legend William Gordon, formerly Electronic Arts' Chief Creative Officer, now CPO at venture capitalist giant Kleiner Perkins Caulfield & Byers (KPCB), a board member of mobile game publisher Ngmoco, social game publisher Zynga... and now, also board member at Linden Lab:
“We’re honored to have Bing join our board of directors and work with our team,” said Ebbe Altberg, CEO of Linden Lab. “He’s helped to bring to life some of the most influential entertainment experiences in recent memory, and as we prepare to open Sansar for all creators, his insights, expertise, and counsel will prove invaluable.”
“Linden Lab has a wonderful legacy and future, based on its technical excellence and forward vision,” said Gordon. “Over the past 14 years, Second Life has proven the value of user-created virtual experiences, and enabling people to create their own social VR experiences is a massive opportunity for which no company is better positioned than Linden Lab is with Sansar. I’ve been spending a lot of time working with Ebbe and the team over the past six months, and it’s an exciting time to officially join Linden’s board.”
I can tell you from copious personal experience that corporate press releases are carefully massaged and edited, so it's notable that this is how this press release positions what Bing is bringing to Linden Lab's table:
At KPCB, Gordon works with companies focused on consumer engagement and gamification in industries ranging from education and health to commerce and media.
In fact, Bing is a passionate advocate of gaming systems to drive engagement. So hopefully this means he's going to advocate for adding game systems to both Second Life and now Sansar, something many Linden Lab staff want, but are unable to push forward without more support from management. Because without any game mechanics, Sansar is destined to meet the same fate as SL:
With nearly 150 readers taking our poll on Linden Lab's new teaser for Sansar last week, here's the results -- nearly 1 in 4 (23% to be exact) are now more interested in trying out the social VR platform -- but that's strongly offset by the 16% who are now less interested. That's compared to the 55% whose interest wasn't changed in either direction. However, given the phrasing of the question, that 55% includes people who are already enthused about Sansar:
Hitsu Ruby must have a powerful PC, because she makes the most of Second Life's dynamic shadow feature to photograph dramatic portraits and interior shots which show the vivid interplay between light and objects. Here's another -- note the interplay of shadow on the back window:
It's looking more and more likely that the world's top tech companies were so blinded to their gender bias that they spent billions of dollars on a technology that half the population probably can't even comfortably use. Back in 2014 just before the VR hype wave hit a new peak, renowned sociologist danah boyd expressed deep concerns based on her own early research that virtual reality literally made most women sick. "I want folks to take what I did and push it further," danah told me at the time. "If researchers start to investigate this issue, I'll be ecstatic."
They have, and according to Science News, some new studies are backing up danah's earlier insights:
Great scoop by Bloomberg detailing Apple's plans in augmented reality, which are far more extensive than I ever would have guessed:
When it was developing the Watch, Apple put together a multi-disciplinary team drawn from inside and outside the company. It has done much the same with the AR effort. In 2015, Apple recruited Mike Rockwell, who previously ran the hardware and new technologies groups at Dolby, the iconic company known for its audio and video technology. Rockwell also advised Meta, a small firm that makes $950 AR glasses and counts Dolby as an investor... Apple has also recruited people with expertise in everything from 3D video production to wearable hardware. Among them, the people say: Cody White, former lead engineer of Amazon's Lumberyard virtual reality platform; Duncan McRoberts, Meta's former director of software development; Yury Petrov, a former Oculus researcher; and Avi Bar-Zeev, who worked on the HoloLens and Google Earth.
Bar-Zeev (that's his LinkedIn pic above) was a consultant on Second Life very very early in its development, so it's notable he's among the leaders of the Apple AR effort. Also notable that Apple is drawing from so many folks from the immersive VR space:
I asked for great SL Flickr feeds to follow, and SL image master Whiskey Monday forwarded some favorites. Above, from the feed of Vespucciano, who excels in hipster male avatar fashion photography. (Work warning/enticement: Contains copious hipster male butt cheeks.)
"I'm sure," says Whiskey, "someone has pointed out Loverdag before, if not, her landscapes are awesome." Agreed, just look:
Runtime Zero, a new novel out in paperback and for Kindle, is the first in a neo-cyberpunk trilogy by Mick Brady, acclaimed by author Alan Kaufman as having "sandpaper prose to scrape the cheap paint off your mind,” which sounds like my kind of fun. Here's the pitch:
Runtime Zero, the opening salvo in Mick Brady's Dark Math series, traces the journey of a gifted young artist named Will Powers from his drug-fueled downfall in the streets of Manhattan to a future rebirth in a virtual paradise called SubVersa—a world where everything is possible and nothing is forbidden; where Chrome, his digital surrogate, finally lives out his maker's dream of becoming a master artist and in the process becomes a master programmer—a Code Warrior.
"Chrome", as it happens, is inspired by Chome Underwood, Mick's Second Life avatar, whose adventures in turn helped inspire the series. As he puts it to me:
Another SL machinima classic to watch this weekend from exactly 10 years ago: Part 1 of "Molotov Alva & the Search for His Creator", a feature documentary shot in Second Life by artist Douglas Gayeton, which was subsequently purchased by HBO and aired on its sister network Cinemax. Strange, beautiful, and moving, I can't find the full version streaming anywhere, but it is available for purchase as a DVD on Amazon.
Read about how it was made here. Capturing SL footage, for example, was done with a unique technique I'd love to see others replicate:
Go, go, Power Rangers -- into High Fidelity:
Yes, the cast of the new Lionsgate movie based on the old TV series recently put on VR rigs, donned Vive headgear, and did a press appearance in High Fidelity.
"[I]t just seemed like a great use of High Fidelity to try out," HiFi founder Philip Rosedale tells me, "being able to meet the actors in there actually as their superhero characters." About 50 people gathered for the event bringing real world actors onto the virtual world stage. "The feeling is quite interesting," says Philip, "very different from the same thing in Second Life. The addition of voice and body language for everyone together is a big change. Something you have to feel."
"Lionsgate has been experimenting with different VR projects," High Fidelity's Thomas Schofield tells me. "They reached out to us to do something 'live' alongside their game initiatives. The avatars were captured (i.e. scanned) by Lionsgate during filming in anticipation of an application like this." Interestingly, he adds, the Power Ranger avatars will be available for free purchase in the High Fidelity marketplace. For the in-person appearance in High Fidelity, the actual actors actually assembled at the Upload VR office in San Francisco -- but, says Scofield, "The cast declined to be filmed in rigs."
Anyone who's read this blog for over 10 years is feeling waves of deja vu, because around 2007, movie marketing campaigns like this were all the rage in Second Life. Bruce Willis made an "appearance" in SL, for instance, as did the cast of 300, the epic pectoral classic; even the indie Scanner Darkly movie adaptation starring Keanu Reeves had a presence in SL. But since few people use Second Life, campaigns like these saw little ROI, and quickly went away.
That in mind, I asked Philip (also Second Life's founder, of course), why he thinks this time it'll be different:
Brilliant and charming as hell application of Bento, Second Life's new, extra-articulated avatar skeleton: Shadow puppets! (Assuming your computer is powerful enough to display dynamic shadows.) From ROQUAI poses, which shows them in action on the brand's Flickr page. Another below:
At least five white supremacist-oriented groups exist in Second Life, as of this writing, and are visible in Search when you enter "White Pride" and other variations of those terms. I contacted Linden Lab about this a couple weeks ago, but haven't received a response from the company, even though these groups are in clear violation of Second Life's official Community Standards:
The use of derogatory or demeaning language or images in reference to another Resident's race, ethnicity, gender, religion, or sexual orientation is never allowed in Second Life.
One group (above) openly displays the Celtic Cross, associated with neo-Nazis, the KKK, and other racist groups, while another (below) references the "sacred 14 words", which is also associated with racist hate groups:
Interesting thought hit me recently:
So flash forward to 2017 and make some quick-and-dirty math, that means Second Life users are earning $60 million from Second Life content, while Linden Lab is earning about $65-70 million from Second Life content. In other words: Second Life users are making nearly as much revenue from Second Life as Second Life's actual corporate owner.
Maybe it's just me, but that's amazing and rare near-equity for an Internet-based content creation platform. By contrast, for example, YouTube earned an estimated $9 billion in revenue in 2015, but only paid out $5 billion to content creators/rights-holders.
We could even go further and estimate that Second Life users are probably making more money than Linden Lab's actual staff:
This utterly vivid and breathtaking image is from Daeberethwen Arbenlow, partly inspired, she tells me, "[B]y my time in China and Japan and the wealth of historical documentaries and shows I have watched... Three Kingdoms the television show in China, and King of Zipangu in Japan, which chronicles the life of Oda Nobunaga." Read about the location and avatar enhancements she's using on her blog. What I love most about it is the subtlety of the concubine's expression -- sadness? Envy? To achieve that effect, Ms. Arbenlow literally created a new brow line for the avatar:
Veteran MMO game designer Raph Koster has another landmark GDC talk which just went live (above) and everyone should set aside time to watch. (Slide deck is available on his blog.) While the official talk title is "What Social VR and AR Can Learn From MMOs", it gradually becomes quite clear that anyone working in tech nowadays -- or for that matter, anyone interested in the future of real world governance -- should watch it too. As Raph notes toward the end, Steve Bannon, Trump's top adviser (some would say puppetmaster), is a veteran of running MMO communities, and seems to be applying what he learned there to running the United States. (Some would say griefing it.)
As with his GDC 2016 talk, the overarching theme is how today's VR and AR developers keep forgetting the hard lessons about griefing and other social disruptions learned a decade or two ago in MMOs -- especially when the MMOs have user-generated content. (And yes, the flying penises of Second Life are mentioned.)
Why are new VR/AR developers so slow to learn from past MMO experience?
"I think a lot of them don't even think to look," Raph tells me, "or think with the goggles first, like I mentioned in the talk. After all, social media web people didn't look either."
In fact, even some GDC attendees who came to his talk needed to learn what he was saying in order to change what they are already developing right now:
Why Is Silicon Valley So Awful to Women? is a new Atlantic Monthly cover story that everyone in tech seems to be talking about today, probably because everyone in tech knows the Valley is awful to women (except, you know, everyone in tech being awful to women), and as it happens, starts right off with a story about Linden Lab -- but in a good way:
Bethanye Blount came into work early to interview a job applicant. A veteran software engineer then in her 30s, Blount held a senior position at the company that runs Second Life, the online virtual world... So she was taken aback when the job applicant barely gave her the time of day. He knew her job title. He knew she would play a key role in deciding whether he got hired. Yet every time Blount asked him a question about his skills or tried to steer the conversation to the scope of the job, he blew her off with a flippant comment. Afterward, Blount spoke to another top woman—a vice president—who said he’d treated her the same way.
Obviously Second Life wasn’t going to hire this bozo. But what the heck: He was here, and they had a new employee, a man, who needed practice giving interviews, so they sent him in. When the employee emerged, he had an odd look on his face. “I don’t know what just happened,” he said. “I went in there and told him I was new, and all he said was he was so glad I was there: ‘Finally, somebody who knows what’s going on!’”
As Bethanye notes, it's a relatively minor example of sexism in the tech industry -- one among a vast ocean of douchebaggery which inspired her to co-found Project Include, whose other co-founder is my friend Susan Wu, a Valley legend who happens to have an awesome SL avatar.
"What I Like" is a regular series of blog posts from Cajsa Lilliehook showcasing excellent Second Life images created by Flickr's large creative community built around sharing them. Cajsa often tips me on rising or unappreciated SL artists, and as you can see in her analysis of Whiskey Monday's latest work, she brings a deep knowledge of art history and theory to her selections of great images which transcend their medium -- and can explain why they're great. For instance, here's what she writes about this image by Coqueta Georgia:
Now that the official teaser video has been out for nearly a week (watch below if you missed it), here's a survey for virtual world fans (below). And please post reasons for your answer in Comments!
Protest approaches Planet of the Apes proportions in pic by Nadjanator, created to celebrate International Women's Day and A Day Without a Woman last week, but still sadly relevant. Shot in an SL sim called WarBug, which apparently features a half-tottered Statue of Liberty yearning to breathe free.
Upload your own Avatar Against Trump contribution here. And encourage fans of Minecraft, Blocksworld, The Sims, High Fidelity, IMVU, Tilt Brush, and beyond to send their own screenshots and machinima there too.
For some reason this utterly annoying "Do you want to leave this site?" message has been popping up in New World Notes when clicking links on the site -- even NWN links. It seems to happen only in Chrome (at least for me), but I've noticed other readers may be experiencing that problem. I can't tell what kind of code I've added in the last 2-3 weeks is causing this, and if you're getting it, my apologies: Not my intention! Will fix as soon as I can figure out what to fix.
Right here at /projectsansar/ -- to judge by comments, mostly comprised of folks in the closed developer beta. Some smartass in there posted supposedly leaked footage from Sansar a couple weeks ago, and now that the official trailer is out and shows similar footage, the comment thread might be worth a look. Some Redditors in there are not impressed by Sansar's graphic engine, but I'm withholding judgement until the open beta.
High performance avatar clothing is a new feature for developers working in "Space", the new Unity-based virtual world from Second Life/OpenSim veterans (a proud sponsoring partner to this blog):
The new Space clothing shader uses tessellation to deliver high frame rates, high concurrencies and amazing details all at once. The new custom shader gives virtual world clothing and accessory designers technology used in the latest AAA games. The tessellation creates multi-million polycount levels of detail on clothing, taken from normal tangents and height maps.
"Tesselation" is a fancy way of saying it simulates cloth at high-resolutions (as pictured above). Or as Space lead developer Adam Frisby puts it: "This is good for things like fabrics, curtains, drapery - where doing the detail work is quite polygon expensive. You can make a flat mesh look like it's highly curved using tessellation without increasing the polycount costs."
That means avatars can wear highly detailed clothing in Space without much additional lag for avatars around them. "I'd say around 200-300 avatars while maintaining an acceptable framerate on moderate PCs (acceptable being 15fps+)", says Adam.
For developers, the wiki for designing detailed clothing in Space is here, and there's a video tutorial you can watch below, which also shows the clothing in action in a high concurrency simulation:
This powerful new image from acclaimed metaverse portrait artist Whiskey Monday is inspired, as she puts it to me bluntly, "[By] my vagina."
Seriously: "I was literally thinking about female structure and the idea of invite, consent. I was considering the architecture of sex." So she created in Second Life a staircase and a narrow entrance through which shines the purest light:
After a delay of a couple weeks or so, the redesigned official Second Life community portal is open (kinda sorta). Not all the features are in place, but looks like the main intent is to put the community forum "beneath" the portal and give more emphasis to the knowledge base and an FAQ area. Don't quite follow why you'd want just one "Flickr Pic of the Day" when the community uploads dozens of great ones by the hour. There's no emphasis at all on fun locations and events going on in Second Life, but maybe that's a feature to be added later on? So far there's not much portal in this portal. (So maybe play Portal and come back later?)
Hey you know how some scientists believe human's primacy over other primates and the animal kingdom is due to our ability to use opposable thumbs? Ta... da:
This made possible through Oculus Touch buttons. Used, of course... to thumb wrestle:
A respected member of the Second Life community recently asked me about the status of "Prokofy Neva", a famous (or to some, infamous) Second Life landowner and iconoclast/gadfly for well over a decade, since he's currently not listed in Search. I'm glad to note he is very much active in SL, as the avatar's RL owner Catherine Ann Fitzpatrick explains on her blog:
[N]eeding to go do a job and also help an ill friend, I took my account offline and asked my son to take care of my tenants -- and also a few tenants who help out sometimes. needing to go do a job and also help an ill friend, I took my account offline and asked my son to take care of my tenants -- and also a few tenants who help out sometimes.
I once profiled Prokofy in 2005 as "the Noam Chomsky of Second Life", and my pal Julian Dibbell profiled her in Wired back in 2008, so there's a lot of history you might want to read before making sense of Prokofy's post. (Or not!)
You can only view the full screen version of "Wild" by Deborah Lombardo if you have a Flickr account*, but it's so great, I had to take a screengrab with attribution to feature it here. It came to me via Whiskey Monday, who announced, "I'm obsessed with this new photo of hers. Love her painterly style." And knowing how great Whiskey herself is, that's high praise indeed.
It’s an exciting time to be a mesh maker. Sansar, High Fidelity, and Space are all going to have marketplaces for you to sell your content; chances are, you’ve put a lot of work into the creation of your items, so why not leverage all that work into some extra sales? In this tutorial, I explain how you can take your mesh created for Second Life and get it up for sale in Space in eight steps.
STEP 1: Sign Up For a Content Creator Account on Space
First you’ll have to get a content creator’s account. Go to https://sine.space/signup/ and towards the bottom, make sure to check the box labelled “I am a content creator interested in making content.” I mention this only because I didn’t check the box, and it took me forever to figure out afterwards.
Be sure to click the I am a content creator check box!
STEP 2: Install the correct version of Unity
All of the building that you do for Space will be done within the Unity game engine. However, sometimes Space is not using the latest version. Go to the Space wiki homepage in order to see which version of Unity Editor you’ll need. Go to the Unity Download Archive and scroll down until you find the correct version number.
Five more steps below!
It went live earlier today, let's take a look:
Ten observations, roughly in the order of viewing:
But wait, there's more:
Another big challenge for Linden Lab calling its next social VR world "Sansar": not only could it confuse consumers and developers, "Sansar" is the Sansrkit world for "world", and is still in pretty common everyday usage in India. (Which is, you know, the most populous country after China.) But unlike China, roughly a third of India's population is English-fluent, so they often use Internet platforms from the West like Facebook and YouTube. And so when you, say, search "Sansar" in YouTube , you get results like this (right). I've noticed the same problem with setting "Sansar" as a Google Alert term -- you get way more India-related news, than news about social VR.
So "Sansar" is so-so, SEO-wise. I guess the ideal outcome is if Sansar (the virtual world) gets so much media attention, even people who use the word Sansar in everyday life start to associate the word with Linden Lab's world as much as Sansrkit's word for world. Which sort of happened when Second Life got so much media attention in 2006-2007, the makers of a sexy Portuguese movie gave their production the English-language title "Second Life", even though it had nothing to do with Second Life. Yes, really:
I told you about FingerPaint, the TiltBrush-like app that High Fidelity just added to its social VR world, now from Michelle Osorio via HiFi's Caitlyn, here's a couple examples of what it looks like. Spoiler: Super cool, like drawing colored lines in the digital air with your avatars' fingers which everyone can see. Click below to watch in action:
Created by ini Inaka, it's a build inspired by classic German Expressionist movies like The Cabinet of Dr. Caligari and Fritz Lang's M. Video capture of the experience by Grady Echegaray above, and a photo of it below.