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 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
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 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
</item>
<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
</item>
<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
</item>
<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
</item>
<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
</item>
<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;!--paging_filter--&gt;
&lt;p&gt;&lt;!--paging_filter--&gt; &lt;/p&gt;
&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
</description>
 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
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<item>
 <title>Linden Lab focusing on higher-end systems for Second Life</title>
 <link>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life</link>
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&lt;p&gt;A senior Linden Lab executive has indicated that &lt;a href=&quot;http://secondlife.com&quot;&gt;Second Life&#039;s&lt;/a&gt; client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. &lt;/p&gt;
&lt;p&gt;Ginsu Yoon, Linden Lab&#039;s VP of business affairs, told &lt;i&gt;The Industry Standard&lt;/i&gt; in &lt;a href=&quot;/news/2008/11/20/interview-linden-labs-ginsu-yoon&quot;&gt;an interview last week&lt;/a&gt; that the &amp;quot;core part&amp;quot; of the Second Life experience were best shown on higher-end computing platforms. &lt;/p&gt;
&lt;p&gt;&amp;quot;I know that there&#039;s a lot of theory in the industry that what you really ought to be focusing on is the light-weight experiences, Web-embeddable experiences, you can run it on any machine, you can run it on mobile devices, or wi-fi networks,&amp;quot; Yoon said. However, he said that virtual worlds was headed toward a richer experience requiring more powerful computers. &amp;quot;If you don&#039;t show the capabilities that are possible on the high end, I think that you don&#039;t really get an opportunity to develop toward where the world is going,&amp;quot; he explained.&lt;/p&gt;
&lt;p&gt;Yoon was responding to a question of whether Linden Lab was considering low-powered laptop computers called netbooks as platform for Second Life. Yoon acknowledged the increasing market share of laptops, and said that the rise of laptops -- and wireless networks -- had slowed Second Life&#039;s adoption. Users with less-powerful laptops and slower wireless connections often report difficulties using Second Life. &lt;/p&gt;
&lt;p&gt;&amp;quot;There is a continued movement toward mobility,&amp;quot; Yoon said. &amp;quot;And I think netbooks are a much smaller factor than, for example, iPhones, and more powerful handheld devices. ... Those things are certainly things that we are interested in the future. But it&#039;s not sort of the core of where we think we develop toward the leading edge.&amp;quot;&lt;/p&gt;
&lt;p&gt;Yoon dismissed the idea of the Second Life client being dropped in favor of browser-based access. &amp;quot;I know that the common refrain in the industry is &#039;Oh, it&#039;s got to be in a browser, everything has got to be in a browser,&#039; he said. &amp;quot;But there are plenty of experiences that are in a browser, that are supposed to be in a 3D world, and that doesn&#039;t do it.&amp;quot;  &lt;/p&gt;
&lt;p&gt;However, Yoon expressed interest in new types of input devices. &amp;quot;your interaction with the computing environment is not always going to be about a monitor, a keyboard, and a mouse,&amp;quot; he said. &amp;quot;You will have more natural interactions, in terms of gestural interface and the kinds of things that lend themselves very well to interacting in a 3d environment.&amp;quot; Yoon predicted &amp;quot;Minority Report-type interfaces&amp;quot; using 3D cameras to translate the movements of users&#039; hands in a virtual world, as well as brainwave devices to control avatars&#039; movements in-world. &lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sources cited, referenced, or consulted: Ginsu Yoon, Lindenlab.com, Secondlife.com, New World Notes (nwn.blogs.com), Chris Ulbrich/Lewis PR.&lt;/i&gt; &lt;/p&gt;
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 <comments>http://www.thestandard.com/news/2008/11/20/linden-lab-focusing-higher-end-systems-second-life#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/3301">co:linden lab</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12113">people:Ginsu Yoon</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <pubDate>Thu, 20 Nov 2008 23:29:04 -0500</pubDate>
 <dc:creator>Ian Lamont</dc:creator>
 <guid isPermaLink="false">121955 at http://www.thestandard.com</guid>
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