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	<title>Comments on: OpenSim goes Hyper - The Hypergrid</title>
	<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/</link>
	<description>Exporting an SL photographer's Second Life</description>
	<pubDate>Mon, 13 Feb 2012 04:32:27 +0000</pubDate>
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		<title>By: Dynamic hypergrid links: the new Metaverse &#171; Zonja Capalini</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-114932</link>
		<dc:creator>Dynamic hypergrid links: the new Metaverse &#171; Zonja Capalini</dc:creator>
		<pubDate>Sun, 08 Feb 2009 19:47:29 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-114932</guid>
		<description>[...] concept, what we can now call static hypergrid. I blogged about it one month ago; here&#8217;s an older article from Vint Falken; of course it all started with Justin Clark-Casey&#8217;s seminal post &#8220;Could there be a [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] concept, what we can now call static hypergrid. I blogged about it one month ago; here&#8217;s an older article from Vint Falken; of course it all started with Justin Clark-Casey&#8217;s seminal post &#8220;Could there be a [&#8230;]</p>
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		<title>By: HyperGrid, or how to teleport between WORLDS using OpenSim &#171; Zonja Capalini</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-105151</link>
		<dc:creator>HyperGrid, or how to teleport between WORLDS using OpenSim &#171; Zonja Capalini</dc:creator>
		<pubDate>Mon, 05 Jan 2009 18:08:23 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-105151</guid>
		<description>[...] Vint Falken&#8217;s OpenSim goes Hyper - The Hypergrid. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Vint Falken&#8217;s OpenSim goes Hyper - The Hypergrid. [&#8230;]</p>
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		<title>By: Tao Takashi</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103586</link>
		<dc:creator>Tao Takashi</dc:creator>
		<pubDate>Tue, 23 Dec 2008 21:41:52 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103586</guid>
		<description>That's basically my thinking, too. It's a tradeoff between security and potential sales. The latter might come with more potential theft (because that's not impossible in SL as well of course).</description>
		<content:encoded><![CDATA[<p>That&#8217;s basically my thinking, too. It&#8217;s a tradeoff between security and potential sales. The latter might come with more potential theft (because that&#8217;s not impossible in SL as well of course).</p>
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		<title>By: Gary Kohime</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103515</link>
		<dc:creator>Gary Kohime</dc:creator>
		<pubDate>Tue, 23 Dec 2008 09:22:07 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103515</guid>
		<description>I strongly believe that creations should retain who the creator is/was. I agree with you Tao. There are widespread technical issues with this. But, I believe that creators would to themselves better justice with reputation and exposure if they allowed their creations to leave the grids origin. This could lead to additional business based on its own merit. I also believe that creators would do well by having a central internet based location that their creations can be purchased. They can't possible have a presence in every grid that comes out in the future. So, if they show their willing to embrace the Internet, then you've just contributed to the sucessful evolution of virtual worlds. If you stay in SL with your product and lets say today is used as a starting point. Then you only have exposure to sell to the total # of avg users in SL. That being said, thats like saying I'm happy with my business as it stand in this 'small town', I don't want to expand. Its all a choice, you can change this right now by re-thinking your perms on products so your customers do have a choice to take it with them via say "Second Inventory". This is my view.</description>
		<content:encoded><![CDATA[<p>I strongly believe that creations should retain who the creator is/was. I agree with you Tao. There are widespread technical issues with this. But, I believe that creators would to themselves better justice with reputation and exposure if they allowed their creations to leave the grids origin. This could lead to additional business based on its own merit. I also believe that creators would do well by having a central internet based location that their creations can be purchased. They can&#8217;t possible have a presence in every grid that comes out in the future. So, if they show their willing to embrace the Internet, then you&#8217;ve just contributed to the sucessful evolution of virtual worlds. If you stay in SL with your product and lets say today is used as a starting point. Then you only have exposure to sell to the total # of avg users in SL. That being said, thats like saying I&#8217;m happy with my business as it stand in this &#8217;small town&#8217;, I don&#8217;t want to expand. Its all a choice, you can change this right now by re-thinking your perms on products so your customers do have a choice to take it with them via say &#8220;Second Inventory&#8221;. This is my view.</p>
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		<title>By: Tao Takashi</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103146</link>
		<dc:creator>Tao Takashi</dc:creator>
		<pubDate>Sat, 20 Dec 2008 23:57:49 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103146</guid>
		<description>I really should talk more to the OpenSim people and convince them to enable standard web standards, too. OpenSim itself should at least in itself be far more flexible than this beast of an LL infrastructure.

The trust issue is of course a very much discussed one and maybe the main reason why OGP will not do much (if at all) on this front for now. I also doubt though that it can be solved on a technical basis. It's the same problem the music industry is facing and their only way out is to adapt their business models and eventually go down the legal route.

I once was sitting with a friend together an afternoon thinking about this topic in depth. The main problem for any restriction e.g. a creator can put onto the "transferability" of an object means that a potential buyer will never really know where this object can be taken. This IMHO is a big problem. We even thought about dynamic assignments of "good" sims but this of course makes things even worse for the buyer. What if the creator decides to allow it nowhere at some point? Of if the creator just leaves the world and the list is never updated? 

So the only thing really seems to be to either allow it to leave the originating domain or go everywhere. 

Besides that I think the main problem won't be sim owners who are copying stuff (actually a lot of effort, you need to run a server, you need to get people on there, you are very traceable etc.) but patched clients.  Using such a client seems far easier to me than setting up a sim just for the purpose of stealing objects.

But I think we will have quite some discussions and experiments in front of us before this is settled. I doubt that there will be _the_ perfect solution though.</description>
		<content:encoded><![CDATA[<p>I really should talk more to the OpenSim people and convince them to enable standard web standards, too. OpenSim itself should at least in itself be far more flexible than this beast of an LL infrastructure.</p>
<p>The trust issue is of course a very much discussed one and maybe the main reason why OGP will not do much (if at all) on this front for now. I also doubt though that it can be solved on a technical basis. It&#8217;s the same problem the music industry is facing and their only way out is to adapt their business models and eventually go down the legal route.</p>
<p>I once was sitting with a friend together an afternoon thinking about this topic in depth. The main problem for any restriction e.g. a creator can put onto the &#8220;transferability&#8221; of an object means that a potential buyer will never really know where this object can be taken. This IMHO is a big problem. We even thought about dynamic assignments of &#8220;good&#8221; sims but this of course makes things even worse for the buyer. What if the creator decides to allow it nowhere at some point? Of if the creator just leaves the world and the list is never updated? </p>
<p>So the only thing really seems to be to either allow it to leave the originating domain or go everywhere. </p>
<p>Besides that I think the main problem won&#8217;t be sim owners who are copying stuff (actually a lot of effort, you need to run a server, you need to get people on there, you are very traceable etc.) but patched clients.  Using such a client seems far easier to me than setting up a sim just for the purpose of stealing objects.</p>
<p>But I think we will have quite some discussions and experiments in front of us before this is settled. I doubt that there will be _the_ perfect solution though.</p>
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		<title>By: Sered Woollahra</title>
		<link>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103088</link>
		<dc:creator>Sered Woollahra</dc:creator>
		<pubDate>Sat, 20 Dec 2008 17:31:59 +0000</pubDate>
		<guid>http://www.vintfalken.com/opensim-goes-hyper-the-hypergrid/#comment-103088</guid>
		<description>This brings the earlier discussion on currencies and exchanges right back, too. It makes a lot of sense to have one single currency or payment method on a hypergrid, instead of lots of separate, low trust currencies. 

See also:
http://sered-sl.blogspot.com/2008/11/nature-of-open-grid.html</description>
		<content:encoded><![CDATA[<p>This brings the earlier discussion on currencies and exchanges right back, too. It makes a lot of sense to have one single currency or payment method on a hypergrid, instead of lots of separate, low trust currencies. </p>
<p>See also:<br />
<a href="http://sered-sl.blogspot.com/2008/11/nature-of-open-grid.html" rel="nofollow">http://sered-sl.blogspot.com/2008/11/nature-of-open-grid.html</a></p>
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