Showing posts with label copybot. Show all posts
Showing posts with label copybot. Show all posts

January 15, 2010

The many faces of Peter Stindberg across the grids



Beauty is only skin deep - and nowhere this saying is more true than in virtual worlds. The appearance of our digital identity - the avatar - consists of a handful of sliders for the shape and the skin that is pulled across it.

I recently spent more time again on OpenSim based grids, and you will likely see more posts about that topic in the future. A year ago I took my first glimpse into opensim grids - and was quickly sobered due to the quickness and bad performance of those alternatives. But things have changed over the past year. Stability has become much better. Newer viewers offer features addressing the issue of accessing various grids. And so exploring new frontiers outside of SL becomes a less frustrating and more exciting endeavour.

Over the three years I have spent in SL, I have subtly tweaked my avatar many times. I am quite happy with the (preliminary) end result. Peter Stindberg is a male, without doubt, but not one of the stereotype males featuring a barrel chest, no neck and ridiculous proportions that more remind of the incredible hulk than a human being. I am rather short for a guy (still transformed to atomic world sizes my avatar is 2.15m tall), slender with a hint of adrogynity. Above all, my avatar is proportioned, with legs and arms and torso in the right lengths and widths. The slight unshaven look, the curious eyes and the not-too-toned look comes from Hart Larssons wonderful PXL Jude skin. And my signature haircut is Luth from ETD - an older style but I like the messy look.

It's only natural that I want to take this appearance with me into other grids. Of those I tested only Reaction Grid gives you a halfway decent avatar (with halfway decent prim hair and AO) to start with - the other grids give you the standard Ruth female avatar.

Transferring my shape was the easiest task. The Imprudence viewer allows you to export your shape into a XML file (provided you have the necessary rights to the shape), and reimport it again. This was a quick task, and after a few minutes my 4 personas in other grids had the same body like my SL avatar.

Skin and hair however proved to be difficult. Except for the Rezzable grid (which is basically only a playground/testing-grid) I found some freebie shops in all the other grids, usually providing me with Eloh Eliot skins which - in doubt - I could upload myself too since Eloh hands out the Photoshop files. However, while Eloh's skins are nice, it is not what I wanted. And it is even sadder with hair, because what you find in the freebie boxes in terms of male hair is rather pitiful.

So I contacted Hart Larsson of PXL Creations and Elikapeka Tiramisu of ETD and explained my situation and asked for a license to use their creations in another grid:
Lately I am exploring more and more 3rd party grids, and of course I want to have a consistent appearance across grids. Therefore I would like to ask you for the terms and conditions of a license that would allow me to use .... in other grids too.

I know from a content creator perspective this is a touchy issue. What I am asking for is a license tied to my person only - I operate by the same name in all other grids. I don't expect to get this license for free either. In terms of security I can only offer you my public reputation though.

[... Explanation how it could be done from a technical point of view ...]

I understand fully that this might be quite a tough request for you, but I ask you to think about it with an open mind. Please let me know if there are any additional questions you might have, I am more than willing to answer them.

Hart Larsson got back to me a day later. He has already investigated a bit into 3rd party grids but is rather reluctant. The surprising argument was that he fears more theft in these grids compared to the Second Life grid. His argumentation was along the lines that in those 3rd party grids good content is rare, so someone who comes there wearing a good skin is more likely to get copybotted than in SL. I personally think that a copybotter would rather go into SL to "harvest" and then upload the items into a 3rd party grid, but I have to accept Hart's concerns. He promised me to think about it - I have not yet contacted him again.

ETD's store assistant contacted me a little later. She thanked me for the notecard and the extensive explanation, and was glad I liked the ETD hair so much. However she said that a request like mine is out of her room for decision, and that Elikapeka is on an extended hiatus from SL. She promised me to pass my request along, but also mentioned I should not set too high hopes into a positive answer.

A look into the future

When I look into my crystal ball, I see that some time in the next 18 to 24 months we will be able to freely travel with our Second Life avatars into 3rd party grids. Probably only a few at first - most likely the academical Reaction Grid - but it will become more and more. Initially we will be able to travel into those grids with our appearance only - shape, skin and the items we wear. Eventually the rest of our inventory will follow and we will be able to change clothing or rez furniture in a foreign grid. It is inevitable, and content creators will not be able to prevent this.

I expect there are more people like me who want to explore 3rd party grids already today, and who want to do so in style using an as close as possible replica of their SL avatars. And who are honest enough to want to do this officially.

There is a window of opportunity here for content creators to branch out. The opensim based grid InWorldz has a currency model and an inworld economy already, where 500 IZ$ equal 1 US$. Other opensim grids plan to introduce an economy in the near future. Those content creators who will adopt grids outside of SL first, will be the ones who become successful there.

My advice for content creators is:
  • Grant your customers licenses to use your creations in other grids
  • Open stores in the more prominent 3rd party grids to establish a presence
  • Team up with other designers and buy a sim in the more popular other grids
  • For grids without an economy, offer your customers to pay you inside SL with L$ and deliver your items to them in the other grids
There is a market out there you are missing out on. Adopt the diversity and branch out to have success in the future.

A look into the even further future

In 5-7 years from now, Second Life will be the backbone of the Metaverse, providing an infrastructure with protocols, storage databases and API's. Individuals and corporations host their own sims on their servers. Similar to renting webspace today, you can rent simspace in the future, in datacenters connected to the SL backbone. But if you so desire you can also host your sim on your home machine and connect it to the SL grid. The currency of the Metaverse is the L$ - the money transactions handled by Linden Lab which acts as the bank of the metaverse. Linden Lab offers a credit card that taps into your L$ balance and with which you can make purchases in the atomic world. For these services, Linden Lab asks the usual charges banks ask for transaction. However the L$ will become the first truly globally accepted micropayment system, obsoleting PayPal. Not only will you be able to load books on your ebook reader and pay for them with L$, you will also be able to download video on demand or music with L$ and you can seamlessly watch them either on your internet enabled TV or your sim in the Metaverse.

December 17, 2009

A short history of copying

[This is a post I made for Rez Magazine in July 2009. Since Rez Magazine is closing down, I saved the post for my own blog.]

Copying is a fact. Copying has happened over the millenia. The first cavemen copied fire from lava flows or burning trees. Cultural advancements were based on copying. Things like a number system and written language got copied. Copying helped win wars. Copying helps fighting AIDS in Africa. Copying comes with a whole variety of names like "learning" or "inspiration". Babies copy their parent's behaviour when growing up. Copying is deeply ingrained in the human nature.

I am not saying copying is right. People spend a lot of time and effort into creating things for commercial gain. Those people have all the rights to be extremely pissed if someone copies them and threatens their business model. Again it is not as black and white as it seems, when it comes to cases were the copy is superior to the original, or where the original is so simple that it could be considered as public domain, but that is a different blog post altogether. Someone whose fruits of labor get copied should have a way to seek compensation, and most countries have legislation in place where this can be achieved. The machinery grinds a bit when it becomes international or when different standards come into play, but basically it works.

Exact digital copies change the game

Admittedly, the digital technology we have since the Seventies/Eighties makes copying extremely easy. While copying a painting by a Dutch Master took the contemporaries an equal, if not longer amount of time and work, copying a DVD in 2009 is a matter of 30 minutes instead of the 15 months the movie making needed, not to mention the cost. If you look at copying as an arms race, the side of the copiers has quite an advantage nowadays.

The answer to this is Digital Rights Management - DRM. It's the technological answer to the technological reality of exact digital copies. But DRM is nothing more than an illusion of security. DRM puts up a huge smokescreen and repeats the mantra "You are safe, you are safe" over and over. It's the 21st Centuries equivalent of dried frog pills and love potions. If digital content is to be consumed by humans apart from being encoded digitally it needs to be decoded again. And the decoding process can be reverse engineered, and sooner or later will be reverse engineered. So while DRM does not discourage the determined, it does however annoy the compliant customers by limiting their experience.

What is the best protection?

What is your best protection against being copied? Innovation! Let's take the fashion industry - a prime target of copying not only in the atomic world but also in Second Life. What Diesel or Armani or Calvin Klein or Gucci show on the catwalks in Milan and Paris will flood the trash boutiques on High Street all over the world a few months later as copies "inspired by...". The large labels are definitely not thrilled about that, but do they call for "Design Rights Management"? Do they ask that at airports or railway stations or in police controls, women get stripped who wear copied dresses? No. Do they demand show trials where women who bought copycatted dresses get charged for thousand times the worth of the dress? No! They do two things:
  1. From the commercial side they make their initial, innovative releases incredibly expensive. This enables the folks who can afford them to feel part of a rich elite, as well as as cover the design and production cost plus a hefty margin.
    Or they may take the approach of going for the masses, showing their new creations on the catwalk only to sell it by the millions themselves as long as they have the head start.

  2. While the copycats pick up on the new releases and the sales of the old collection starts to dwindle, they are already busy making the next collection, working on new designs, only to surprise the fashion world with their new creations in Milan or Paris again. They either sell few for high prices, or many for low prices, they collect their margin, eventually they get copied but by then they have their next collection in the works already. Lather, rinse, repeat.


From the atomic to the virtual world

Let's finally come to Second Life, a world with a DRM system weaved into the very fabric of the system. The DRM system was certainly part of the success of SL, since for a while it gave content creators security and a commercial model that allowed them to receive economic gain for their work. I do not blame anybody for believing this system was foolproof. Not everybody is technically interested, and the advocates of DRM never stop claiming that DRM is safe and the answer to all problems.

However it was only a matter of time until the inherent vulnerabilities got exploited. Intercepting the the OpenGL protocol to retrieve textures was the first step, working on the viewer protocol to retrieve prim parameters and other attributes only the second step. Rika Watanabe made a short but drastic summary what can be copied and what can not be copied. It should be mandatory to read for every content creator.

Was it foreseeable that copying happened? Yes. Could it have been prevented? No. The way Second Life works is that your viewer gets a kind of blueprint, and recreates what your avatar sees locally on your computer. And for that, all parameters and all textures need to be transferred to you. The only way to prevent this would be if the Second Life servers would transfer only frames of a kind of movie to you - every action would happen inside the server. And this is simply not feasible.

Accepting copying as inevitable is one thing. Making it too easy is another thing. Burglary is as inevitable, but you don't leave your door open to make it easier for the thief. So when earlier this week UK-based metaverse development company Rezzable announced the release of BuilderBot, a tool that could copy a whole sim regardless who owns the items on it, emotions ran high. Rezzable back paddled two days later, announcing it will keep the source code of the program under tabs and implement DRM conformity. The discussion is the same since over a year ago the tool "Second Inventory" was released. In its first versions, "Second Inventory" did not bother as well who the creator of items was. Quickly, the author was convinced to include DRM checks as well.

As of today, copying of all content from Second Life (with few exception - see Rika's article linked above) is possible for everyone. However, special technical understanding is required not many people possess. Tools like "Second Inventory", export features like included in the Gemini Viewer or BuilderBot, aimed for the masses, limit copyable content to content you created yourself or where you have full modify rights for. And I think this is good as it is. You can't prevent the determined from copying, but that does not mean to make the technology available to all.

Getting copied sucks. Getting copied hurts. Getting copied wants you make to drop everything and go lick your wounds. But it is a fact, and throwing technology at the problem will not prevent it from happening, but make life more difficult for the legitimate users. If you got copied, by all means, report the person and seek legal action if possible. But stop asking for a technical solution, because there can't be a technical solution!

Copybotters don't innovate! Copybotters can only feed on what actually exists. Beat them with what you can best: create! Create amazing content for Second Life! Refine your skills. Don't waste energy on worrying about being copied. Use the energy to innovate. Be ahead of the copybotters. Don't focus on people who don't buy in your shop anyways (those who buy copied content), focus on the people who are willing to spend money! Don't let the copybotters win. Show them you are better, faster, more innovative.

Stop worrying now. Start creating now!

September 22, 2009

The theft nobody talks about

SL gets rocked by two incidents these days: Stroker Serpentine et. al. sues Linden Lab on not acting hard enough on content theft, and Rebel Hope et. al. got copybotted on large scale. I am not going to talk about this, because people who are much more elaborate than me did already in more eloquent words.

I am talking about the everyday content theft and IP infringement happening in SL on a daily basis, and where nobody talks about.

For example, Live DJ's who play music on shop and sim openings, or at clubs, and accept payment or tips for it. I know some SL-DJ's personally, and this is not a personal attack against them. I don't know the respective laws in their countries, but in my country this would be seen as commercial use of IP work and would require a fee being paid based on the number of listeners (and not on revenue). I can only assume it is similar in most countries.

For example artwork, photos and images donwloaded from Google Image Search and uploaded to become wall decorations, carpets, building components. And I am not even talking about designers doing this and selling the creations, I am talking about home owners, club owners, office owners - resulting in hundreds if not thousand incidents each day.

For example recreation of buildings found on websites, furniture found in catalogs and clothing seen in magazines. While this gets discussed when done on a high profile level (Prad Prathivi showed an interesting comparison between RL clothing made by Diesel and SL clothing made by Armidi) it goes largely unnoticed on a more obscure level.

I am sure there are countless other examples where IP rights get infringed on a daily basis. But this is not a purely SL problem! The same examples also apply in RL, where all this happens as well, daily, countless times. Every case on a small scale, but amassed.

The problem we have is a society problem. And only because virtual worlds are very small and relatively new and - by their very nature - digital, we perceive it as a big problem. SL has the size of a medium sized town, and with an economy based on bits and bytes it IS a problem. But it is a problem on a larger scale, and not a problem Linden Lab can solve. It is a problem the society as a whole - on the doorstep to a fully digital age - needs to solve.

The internet gives the impression that everything is for free. And things taken for free and granted lose value in people's perception. Just because I find a picture of any place on earth easily in Google Image Search, it does not mean it has no value and I am free to use it for whatever purpose. What we need to learn as a society is that even in the digital age, work made by others has a value, and requires fair compensation (where "fair compensation" is not necessarily money, but can be credit or exchange for other goods/services as well). Creative Commons is one step into that direction. Global, reliable and accepted micropayment services will be another.

The current problems and issues we find in SL are toothing pains. Devastating for the involved individuals for sure, but necessary until society at large adjusts to the new reality of the digital age, and respects work done by others as a value.

July 23, 2009

On copying...

Copying is a fact. Copying has happened over the millenia. The first cavemen copied fire from lava flows or burning trees. Cultural advancements were based on copying. Things like a number system and written language got copied. Copying helped win wars. Copying helps fighting AIDS in Africa. Copying comes with a whole variety of names like "learning" or "inspiration". Babies copy their parent's behaviour when growing up. Copying is deeply ingrained in the human nature.

If you want to read more about my thoughts, check out my guest post "A short history of copying" I made for Rez Magazine.