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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for wolfspelz</title><link>http://disqus.com/by/wolfspelz/</link><description></description><atom:link href="http://disqus.com/wolfspelz/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 20 May 2009 07:03:34 -0000</lastBuildDate><item><title>Re: Second Life generates 15 billion minutes in web voice calls</title><link>http://venturebeat.com/2009/05/19/second-life-generates-15-billion-minutes-in-web-voice-calls-to-date/#comment-9575782</link><description>&lt;p&gt;Article says: &lt;br&gt;- "[Second Life] peak concurrent users hit 88,000"&lt;br&gt;- "At any given moment, 50,000 Second Life residents are using the voice application"&lt;br&gt;- "More than 50 percent of the [users] are using the built-in voice chat..."&lt;/p&gt;&lt;p&gt;Max 88 k concurrent users (including bots) means about 70 k day's average. Can 70 k users really make 50 k voice conversations at any given moment, especially if  "more than 50%" but not 100% use VoIP at all?&lt;/p&gt;&lt;p&gt;Either the voice number is a factor 10 too high or all logged in residents have the VoIP application running. This would mean the client starts it automatically and all running VoIP apps are counted no matter if the user is talking or not. But I would be surprised if everyone is really talking into a mike all the time.&lt;/p&gt;&lt;p&gt;70 k average users log 2.2*10^12 seconds per year. 15 billion minutes translate into 9*10^11 seconds VoIP. Meaning: all logged in residents talk 40 % of their inworld time. Considered, that only 50% are using VoIP I conclude, that the VoIP users in SL talk all the time even during walking, flying, teleporting, profile clicking - always. This is a bit much.&lt;/p&gt;&lt;p&gt;They make big VoIP minutes, but it is probably very much noise and breathing. Disclaimer: I am only talking about the numbers. The feature is great. Long live automatic ambient 3-D proximity voice. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wolfspelz</dc:creator><pubDate>Wed, 20 May 2009 07:03:34 -0000</pubDate></item><item><title>Re: MMOX and Social Architecture</title><link>http://phasinggrace.blogspot.com/2009/02/mmox-and-social-architecture.html#comment-6494155</link><description>&lt;p&gt;According to the frst charter proposal the WG will standardize LLSD, OGP Base, OGP Virtual World Primitive Object Formatt, OGP Authentication, OGP Teleport. The WG should be called OGP, not MMOX. I remember the IMPP WG where several early instant message companies tried to get "their" protocol standardized under the name of a general IM and Presence protocol. Long discussions were ended by re-chartering the WG to only define requirements. Later there where 2 WGs with appropriate names, which defined real protocols: SIMPLE and XMPP. That's probably a good idea also in this case.&lt;/p&gt;&lt;p&gt;We have many strong VW protocols and one of them tries to get the standards approval under the very general label MMOX. MMOX should create just a requirements RFC and then there will be time for real protocols. Interoperability is not really limited by the lack of standards. Currently it's the lack of interest. Until there is real interest from more than one virtual world community, there is really no need to hurry. If the SecondLife/OpenGrid community wants to be interoperable with themselves, then they should just do. A MMOX requirements WG would give the time to find out if there is interest from others like Everquest, WoW, There, EVE Online, Runescape, Google Earth (?), etc.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wolfspelz</dc:creator><pubDate>Mon, 23 Feb 2009 04:13:40 -0000</pubDate></item></channel></rss>