Tag Archives: virtual worlds

Leveraging the Power of Virtual Worlds for Collaboration

FRI publishes white papers on topics of interest. Topics can include OpenSim legal considerations; content standards; licensing concerns; virtual world immersion; and new paradigms in on-line immersive education.

This week we released “Leveraging the Power of Virtual Worlds for Collaboration“, which discusses using virtual worlds to restructure entire industries and engineer new business processes, with a particular emphasis on the apparel (fashion) industry. The information shared includes:

* Value Proposition of Virtual Worlds
* Why the Apparel Industry
* B2C Use Case – Avatar Apparel
* Collaboration Use Case – Education
* B2B Case Study: ACLA and FRI
* B2B Case Study: IBM Research
* B2B Case Study: Intel Corporation

You can pick up a FREE copy of this white paper by visiting our website. We hope you will find this information useful and we encourage your comments/feedback.

Content & Licensing in Virtual Worlds

We are seeing an increase of something that we find disturbing on many levels: self-created licenses for content.

The reasons we find these licenses is disturbing are many: in general, content creators are not lawyers, nor do they seek legal counsel in developing their license agreements.  These agreements are often poorly framed or worded. The agreements do not indicate what legal jurisdiction and what laws of what country govern them.  And, scariest of all, some of these licenses attempt to ‘reverse engineer’ previous licensing agreements.

Any software developer will understand why licenses cannot be changed after something has been issued.  Others will have used that original bit of code issued under one license, which has its own unique set of requirements and restrictions.  These users may have even created a product that incorporates the original bit of code.  If coders were allowed to change their original license terms, that means that anything created with that original bit of code would also be subject to these new terms, which might be more restrictive than the initial license agreement. Trouble, heartache and grief and legal strife lies that way, and so once something has been released under one license, that is the license that governs its use for all time.

Likewise, content creators can’t change their license terms after the fact.  We see this increasingly with content creators who have been developing for Second Life®, where they are suddenly changing their terms of agreement for previous purchasers.  Unfortunately, licensing doesn’t work that way. If you license content under one agreement, you cannot legally to make a unilateral change in the licensing agreement unless you have included language to this effect in the original license.

It’s just like the coders with their software licenses: if they were allowed to change the license type, that change would create a legal and administrative nightmare and no one would use their code as a result.   Users would be afraid to, since they wouldn’t know if they had to try to track everywhere that code was used, in what products, and how the licensing might change the usefulness and applicability.

Since most of these licenses are not developed by actual lawyers, but by the content creators themselves, those agreements are missing certain critical and important terms…such as a clause enabling the content creator to make changes to the licensing agreement at will with appropriate notification to purchasers of that content going forward.

We have been working with a team of American Bar Association lawyers for the past 18 months, developing legal templates that content creators will be able to use as a ‘jumping off’ point for their own agreements.  These agreements are only suitable for organizations or individuals who are based in the United States, and of course, legal counsel should be sought to help further develop them. Towards the end of October, we will be publishing these legal templates for content creators to use in developing their own legal agreements for licensing.

We will also be publishing our legal primer for content creators, which is intended to help content creators navigate the murky waters of content creation and licensing for OpenSim-based worlds.

Virtua Society Kicks Off Weekly Speakers Series

We’re thrilled to kick-off our weekly speakers series at the Professional Virtua Designer Society this Friday, September 10th, 2010 at Noon PDT.

Join us as we welcome Callipygian Christensen, who will be addressing the  challenges and advantages of creating 2D art in a virtual world.

http://slurl.com/secondlife/21C%20Interactive/74/29/22/

Shooting a variety of subjects, Callipygian Christensen uses SL snapshots  to document her view of the Second Life® we lead. Calli displays some unretouched images, but also uses post-processing to create photographic art – removing ugly angles and texture blurs caused by SL animation and movement, and to enrich the depth and tone of SL colors.

Calli presents images in many different styles, from portraits to landscapes, from the mundane to the erotic, and  has won Best in Show awards in numerous juried SL arts contests and Fan Favorite ballots.

Professional Virtua Designers’ Society

The purpose of the Professional Virtua Designers’ Society is to promote and protect the social, economic and professional interests of its members.

The Society is committed to improving conditions for all digital artists designing and developing virtual goods and products intended to be used in virtual worlds.  It is also committed to raising standards for the entire emerging industry. The Society embraces digital artists at all skill levels and provides professional development to lift these special content creators to new levels of professionalism and skill.