Dolce Vita Shopping Centres Launches “Best Fashionable Avatar” Contest

1492Dolce Vita is an international shopping centre chain in Europe with a strong presence in Portugal. They’re launching a contest for the “Best Fashionable Avatar” in the Second Life® virtual world.

To register, you only need to go to a Dolce Vita kiosk and touch it to get an unique registration code. With that code you can now send postcards with pictures of your avatar and have them displayed on a voting site. The 10 most voted avatars until May 15th will be  invited to a fashion show (with live music) on May 16th, where a jury will pick their choice among the best. Contestants can pick up free clothes (up to a limit) from the Portuguese fashion designer Maria Gherardi on her MG Fashion shops in Second Life.

The winner will get a voucher to spend €500 on any Dolce Vita Shopping Centre in Portugal. There will be a second round of voting on May 23rd with another €500 to be won.

All design and programming were developed by Beta Technologies.

LanguageLab opens Student Homes

Student HomesLanguagelab is the world leader in a new approach to language learning. The approach combines the interactive and social potential of virtual environments with highly qualified, innovative teachers from around the world to provide a unique space for formal and informal learning. And all of this can be accessed from your computer. Learning in Languagelab is memorable and effective, realistic and immersive, targeted and informal, collaborative and enabling. Their project is quite long-term, and they have been developing in Second Life for a few years, even introducing voice technology well before Linden Lab released their own software.

Beta Technologies has been working with Languagelab from the very start, creating realistic content for the many settings and environments used to teach classes in several languages.

Grundfos sets new agenda in Second Life

Grundfos Eventroom HillSustainability is the main subject when Grundfos the pump group open the doors to a brand new world in the virtual universe of Second Life on September 12th.

“New ideas, the option to invite users to take part, dialogue across national borders, innovation power and a large amount of curiosity are the reasons why Grundfos is going to open a new and completely different island in Second Life,” said Thomas Koldbæk from Grundfos eBusiness & -innovation.

Looking at the world with new eyes

Grundfos is primarily entering the three dimensional universe with the purpose of learning. “We want to examine all the possibilities of the computer made worlds. The natural way to enter for us is to focus on sustainable development, and so we have built up our island with environmental issues and energy consumption as the main topic. We want as much interaction as possible. In several places visitors are invited to support projects that, in the longer view, will result in initiatives in the real world. For instance, users of Second Life are invited to buy virtual SQ Flex installations and thereby contribute to the donation of one real SQ Flex installation for a water supply project in Africa in the real world”, Mr Koldbæk explained.

More than 4 walls and a logo

“We have used quite some time to decide how and why we want to be present in Second Life. Our island is of optimum quality and facilities and buildings have inviting and exciting designs. Users are constantly invited to be active. Grundfos will let the island live for about six months, during which time we shall take stock and evaluate the efforts and benefits,” Mr Koldbæk said.

Long-term perspectives

Grundfos also want to clarify the trends of the virtual worlds now and in the future. “The virtual universes are right now going through a phase of experimentation. Our approach is focusing on our commitment to sustainability and our corporate values. The primary aim of Grundfos is to learn and then analyse what use we can make of the virtual universes. For instance, this could be a forum of co-operation in which we arrange meetings and conferences with all the parties interested in our business,” Thomas Koldbæk concluded.

To visit Grundfos Energy Saving Island, all you need is to have Second Life installed and click here.

Launch event

To promote the official launch today, a rather intense schedule of several events are scheduled. They include a DJ and a live piano player, as well as a series of presentations related to sustainability.

  • 12 (Noon) to 12:30 - Grundfos Welcome to Second Life
  • 12:45 to 1:00 - Water for Life and Overview of water and other environmental issues we face — Delia Lake
  • 1:00 to 1:45 pm - Brazillian Music — DJ Speelo Snook.
  • 2:00 to 2:30 - Climate Changes — John Galland, RL climate scientist and researcher presenting the latest scientific thinking about global climate change.
  • 2:45 to 3:15 - You Can Make a Difference — RiverSong Garden will tell about projects in African villages.
  • 3:30 to 4:00 - Solar Sunrise. — Bjerkle Eerie will talk about Solar power for Africa
  • 4:15 to 4:45 - Water for Life and Overview of water and other environmental issues we face — Delia Lake
  • 5:00 to 6:00 - Water Music — Enniv Zarf, pianist and composer will play piano improvisations inspired by environmental photography

Xerox Virtual Presence Launched

xeroxevent17apr2007_001_002.jpgXerox’s virtual presence, developed by Beta Technologies, was officially presented on Fenway Park in Boston to an audience that has seen Second Life for the first time ever.

Loosely inspired on the “office park” theme, the major areas of Xerox’s sim are two building complexes, one for an auditorium, the other a pavillion for partners. There are also areas for a dance floor, some lounges and chill-out areas, as well as a short track to experiment the virtual recreation of the Xerox Nu-Ness motorbike. The launch event, besides being a mixed-media event, also included, on the in-world side, a panel discussion on the possibilities of virtual worlds, hosted by Linda Jacobson from Xerox PARC, and having as panelists Bob Moore from Xerox PARC, Ron Meiners from Multiverse, Sandra Kearney from IBM, Jonas Karlsson from the Xerox Innovation Group, and Eggy Lippmann and Gwyneth Llewelyn from Beta Technologies.

After the event, in good, old, Second Life tradition, the audience met for some dancing and chatting.

See also the article on the Rochester Democrat and Chronicle, the Xerox “Big I, little t” Blog, and on UgoTrade.

Cleveland Clinic Heart Center built by Beta Technologies

* WPG2 Plugin Not Validated *NMC, the consortium of the major US universities, developed the OneCleveland sim as part of their “Cleveland 2.0″ concept, a project that encompasses education, arts, culture, health care and community services, as well as business and entertainment. This area will be available for visitors of both the Main Grid and the Teen Grid, and Case Western Reserve University will be the first facility to use the space there.

* WPG2 Plugin Not Validated * As part of that project, Beta Technologies developed a replica of the very nice modern building for the Cleveland  Clinic Heart Center.

Saxo Bank opens virtual presence in Second Life

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Saxo Bank has announced the opening of Saxo Bank Island, their virtual presence in Second Life, a project developed by Beta Technologies, in collaboration with the Danish research lab Innovation Lab. Saxo Bank is one of the leading investment banks in Denmark as well as the one most renowned for all its online presence.

The concept for this virtual presence is having the new Saxo Bank building in Copenhagen (currently being built in real life as well) set in the middle of a tropical island, complete with a bubbling volcano, where a perpetual carnival is going on, with floats rolling across a road, where people can join the party and dance! Inside the building there is a lot of information about Saxo Bank, as well as an auditorium for meetings and presentations, but the major attraction is a Trading Game which uses real data from foreign currency exchanges (FOREX) to teach visitors how to trade. A game round lasts a week (from Monday to Friday) and the winner will get some prizes in Linden dollars (L$).

Club Zed launches with new game

Our masterfully talented builder Selkit Diller has just completed Club Zed, the dancing club that serves as background for Rifkin Habsburg’s newest game, Zingo.

Rifkin, a very talented games designer, winning some awards for SL-based games in the past, is one of Beta Technologies’ oldest customer — Moon Adamant also created the “Frootcake Diner” building for the game of the same name.

There was already some press coverage on Rifkin’s new game on New World Notes (which shows Club Zed in the background) and the Second Life Herald.

Theatre for Arts Sim

This theatre was contracted by Languagelab.com to be installed in their sim Arts.
Another building with same function already existed in this space, and was replaced by this one. Major requirement was that the building created would not be lag-heavy, either in terms of polygon or texture rendering.
Languagelab.com also wanted a more modern look than of the previous building.
We decided then to create a building with a very raw texture scheme in concrete, metal and glass.

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The number of different textures applied is minimal, and we relied on colour variation to enhance mass contrast in several areas.

About the space itself, it is composed by two rectilinear structures that are rotated over one another. This gives a very defined torsion to the space, creating a very dynamic feel to the building.

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The use of these two rotated spaces also allowed to create two different references, or directions, to space, which were then used to sculpt the building.

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The building is also inserted in an urban space, which is currently being remodelled. The space for this theatre is notably constrained on one of the sides by a large structure that is oriented ortogonally to sim (and world) space. The use of the torsioned space in the build allows it to “fight” this large mass, by defining its own “breathing” space.

In the theatre grounds, there is a small stream. What initially was something that even constrained more the space, became very useful in terms of concept. A passageway was created over this stream, and the building was anchored to the ground here, taking advantage of the level difference between water and ground.

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At the main facade, the building is connected to the urban tissue by a plaza, which already existed in the other building set. It was somewhat undeveloped as a space, and by the time the theatre was half done, it was definetely out of pace with the new language used. it was decided then to build a new plaza.

We maintained the plaza implantation, which is off-centre to the build, choosing to have it balancing out the building’s mass.

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We created a shallow pond in the centre of the plaza, a very simple sheet of water, surrounded by concept trees. These trees, in glass and metal, are subtly asymmetric, and they define the walking space in the plaza. They also allowed us to leave free the slope to the river, and thus making the visual connection to the rest of the Arts complex on the other shore.

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As for the organization of the interior space, the torsion of the space allowed us to create a level for boxes, which is rotated inside the theatre space, providing max visibility.

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At the ground level, the same use of the two reference frames allowed us to create the seat steps in a non-rigid distribution, which adds interest to the space.

The whole inner space rotates thus towards the stage, making it the main attention point.

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Languagelab.com also wanted the inner space to be “definetely a theatre”. We used details in red velvet such as curtains and camera-adjuting scripted chairs to set off the relative somberness and simplicity of the inner textures, with great effect.

We used extensively very light-feeling, detached pieces of concrete as rails, creating a very interesting contrast with the more massive elements.

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We also created several light intakes to the space, namely at the backstage (the stage can be fully opened to provide the theatre with a “live” set) and also a very large skylight.

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At the end, we feel the build to be very successful. It meets the client’s expectations, point by point. It fulfills the function, and fulfills it in its own distinct manner. It has a very unique, self-consistent form, that arises from that function. And this makes it successful as far as an object that is born from a design conceptual process. Yet, to be an architectural object, it also needs to create its own space. And it also successfully does that, both as in terms of relation to surroundings, as in terms of the creation of a self-referenced space.

SLCC “TechnoFlower” Central Stage

Beta Technologies was chosen to build the Central Stage of Second Life’s 2006 Convention, the SLCC.

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We presented a proposal for a cyberpunk building, with very distinctive characteristics. We searched for an organic feel, but also for a very marked technological look, thus the TechnoFlower.

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The building resulted in a very large, open, aerial structure, centered in the intersection of four sims. We deliberately chose a metallic feel for the petals, also a rectillinear, ‘blade’ feel - and for contrast, we set a net of vein-like structures. As we believe that a true artistic object must take advantage and make reference to the media in which it is set, we used some of SL’s possibilities in terms of scripting to actually make the Flower ‘live’. Thus, some of the veins did indeed throb.

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At the centre of this, we set a floating ’stem’ to hold the screens for video projection. Also we implemented a very simple repeater system to compensate the fact that the building, as asked, is indeed larger than the chat radius.

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The centre of the build is a huge poliedric structure, an organic crystal. This raises from the ground, sustaining the whole Flower, and opens to make the central stage.

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Thus, a large gallery was created at the base of the building. We deliberately created no flooring whatsoever, and let the flower stem out from the natural ground.

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This huge gallery was created to allow room for eventual exhibitions. Confining the gallery, we repeated huge brutalist, ‘fungal concrete’ pillars, intersected with veins. The placing of the pillars, instead of a more defined wall, allows the outer space to flow in to the gallery, and therefore link this inner space to the rest of the convention space.

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After a bit of deliberation, the TechnoFlower is still on its place, which we do appreciate indeed! (thanks to LL, and to Flipper and Jennyfur). The Flower is a symbol of what can be done in SL - of mind exploring, of rehearsal of new forms and solutions, of pushing the boundaries of imagination.