Wednesday, September 19, 2007

Virtual Affairs LTD and the VA Security System

I almost setup my new place called Virtual Affairs LTD.This is the place, where I will run my business from.
The first thing(after the more important ones) to do for my place was to create a security system for it. My first goal was to place a number of doors around the office to restrict(or allow) the physical acces to specific areas (customers area, stuff area, owner area, etc.)
I had the following requirements at first:

1.Functional:
1.1. Having multiple doors placed around my office
2.2. Controlling all the doors remotely within my place- one by one or all at once
2.3. Delegate rights to my security officers to control the system
2.4. Controlling the access rights from a single point for the whole system.
2.5. Monitoring doors states and the passing avatar names

2. Technical
- 2.1. Avoid performance penalties due to the built-in LSL functions delays
- 2.2. Avoid performance penalties in large setups (many many doors)
- 2.3. Extensibility of the systems in specific points: Custom monitoring devices, Custom physical restriction devices(doors, windows, pikes, etc.)

So, I spent few days and finally created my security system and called it "The VA Security System". In result of the functional requirements I have now a system ( which actually turns out to has more features than I originally planned), which allows me to create access rules on from avatar/door level to everyone/everydoor level. It allows me to easily delegate control rights to my stuff and controlling and monitoring the system from anyplace within my office.

As we have built-in delays in LSL script functions , I had to find a strategy to overcome this problem especially, when dealing with server-door and server-monitor communications(2.1).
The good news for me was that the LSL developer may utilize a kind of asyncrhonous-processing strategy by using multiple scripts into a single prim and llMessageLinked function.
The other technical problem(2.2.) was to reduce lagging, when dealing with large number of connected doors and huds. This was more about considering the overall architecture of the system. I had a functional requirement to have a single access control point - e.g. one place to configure, who may have access and who may not have access. My first implication was that this requirement forces me to utilize a highly-centralized architecture, where the core layer(server) will be the bottom neck of the system from a performance point of view. Fortunately, I was able to take another path and use a more distributed architecture. The system components are slighly more complicated, however the server component is far more simple and fast.
The interesting part here is that the system is still highly centralized from a functional point of view(e.g. the user poing if view). It is still controlled from a single place, but the core functionality is actually distributed under the hood, between the system components.

I installed it on my place and conducted some tests for few days. Then I decided to release it commercially. It is published on slexchange.

It is the first release of the system and I'm more focused on creating a robust and extensible core for the system. I plan to add more features as well in order to get tighter control over my place.
I provide installation assistance and on-going support for the system as well.
Want to test the system? There is a live demo in my office.

Monday, September 17, 2007

SL Scripter/Builder: Random thoughts on LSL and Scripting Quality Attributes

I'm digging lately into the LSL jungle. So there were a number of things that came to my attention: I will summarize some of them:

  • LSL scripts are finite state machines in general. It's very intuitive trying to map the states from the problem doman to states in LSL. Let's say, we have to develop a door , which have to open when avatar is detected and then closed automatically. From the problems doman(a door) we know that the door may be open or closed , e.g. we have two states: OPEN, CLOSED. Using LSL will looks like that:

    default
    {
    state_entry()
    {
    state closed;
    }
    }

    state open
    {
    state_entry()
    {
    //allow avatars to get through the door
    llSetStatus(STATUS_PHANTOM,FALSE);
    //make it invisble
    llSetAlpha(ALL_SIDES,0.2);
    //hook to the sensor event
    llSensorRepeat("",NULL_KEY,AGENT,SCAN_RANGE,PI,SCAN_RATE);
    }

    sensor(integer num_detected)
    {

    }

    no_sensor()
    {
    //close the door if nothing is detected
    state close;
    }
    }

    state closed
    {
    state_entry()
    {
    //block avatars to get through the door
    llSetPrimStatus(STATUS_PHANTOM,TRUE);
    //make it visible
    llSetAlpha(ALL_SIDES,1);
    //hook to the sensor event
    l lSensorRepeat("",NULL_KEY,AGENT,SCAN_RANGE,PI,SCAN_RATE);
    }

    sensor(integer num_detected)
    {
    //open the door by using state transition
    state open;
    }
    }

    Note that event hooks(llListen,llSensor,llSetTimerEvent, etc) are valid within the state they are started. State transitions make event hooks unavailable. If you want the door to respond to chat commands, you should invoke llListen and implement listen() event on every state. However you may place the listen logic in a global routine and invoke it in every state's listen event in order to avoid duplicate code sections.

  • Note that llSensor and llSensorRepeat support event no_sensor . It may be used to trigger processing, when nothing is detected. Event sensor is raised only when something is sensed. In other words the following snipset is useless:


    sensor(integer num_detected)
    {
    if(num_detected>0)
    {
    //something is sensed, process it here
    }
    else
    {
    //script flow will never reach here.
    }
    }

    instead use the following one:
    ...
    llSensorRepeat("","",SCAN_RANGE,PI,SCAN_RATE);
    ...

    sensor(integer num_detected)
    {
    //num_detected is always greater than 0, e.g. something is detected
    }

    no_sensor()
    {
    //nothing is detected withing the SCAN_RATE seconds
    }
  • Faciliating communication between multiple scripts in a single prim should be done via llLinkedMessage. Routines llSay and llRegionSay do not work in this case
I've looked into a lot of scripts published into the Script Library , freebies and commercial objects, lately. I found it strange that most of them lack of coding practicies, which are considered as must for the software industry these days. Some of them are:
I'm aware that LSL has its own limitations and that these practices on max will increase the memory and performance preassure during runtime. However, this may not be an argument to fully forget about these concepts. We have to find the balance between maintability and usabilty.
I just don't understand, how a quality product and customer service(in-world) with a longer life cycle may be provided, when the unerlying code base does not have basic quality attributes.

Friday, September 14, 2007

The virtual super human is near

Different scientific areas these days provide predictions about the future evolution of the human race. I actually don't beleive(like many others) there will be a major human race evolution shift in terms natural biological change.
I do believe in human race evolution, however, it will be an evolution due to massive technological advances in Biotechnologies, Nano technology and the ITC sector. These advances will bring us many "goodies" mainly through body implants, nanobots and the increased computational power.
The trend to inrease the computational power is a fact for 50 years, now(Moore's law). We double the computational(and communication) power 2 times every 2 years. There are evedences, that many hard scientific and technological problems will be solved, when specific computational power is achieved. Such tasks are human brain reverse engeneering and simulation, artifical intelligence, DNA sampling, quantium level reverse engeneering and simulations, arttificial intelligence
The super human - result of the next evolution shift will eventually be a result of an artiffical biological and tehcnological changes. What these may look lile? Some of the candidate technologies are nanobots, body implants, artificial organs - both artificially grown biological organs and pure artificial ones. We all know at least one movie or book, where they talk about cyborgs. This a reality already.

  • Comminucation on digital level
    The communication with external devices may flow on a digital level. Our brain implants or nano bots will encode the neural activities into a digital based protocol suitable for communication with external computer based devices. May be encoding/decoding will be needed for legacy device communication. Future devices may have a standard naural communication adapter much like the many USB based devices today. They will directly be able to encode/decode our neural signals.

  • Improved brain characteristics: memory capacity, information processing speed
    The latest advances in the brain reverse engeneering and knowledge for the neural cell chemistry will produce brain implants to enhance our memory capacity. These memory brain implants will increase our ability to learn, revoke stored information and even increase the our speed of information processing. Have you ever watched the Johnny Mnemonic movie?

  • Augmented Virtual Reality
    With the help of implants and nanobots we will see the environment as a combination from virtual and real world data. We won't need a PDA to see our calendar. We won't need a screen to see a city map or GPS information. Very similar to the way we operate in Second Life now. We may recall the map of the wolrd. We see the name of the person above his head.
    Read more...

  • Full-Immersion Virtual Reality
    Virtual Reality will not be virtual, anymore. Virtual worlds imput(visuals, auditory,sensorial) will be fed up directly into the corresponding neural circuits. Nano bots and implants will supress the senses from the real world and replace them with the virtual input. They will block the neural commands to our muscles and feed them back to the virtual world where will be interpreted as virtual actions. Want to go back to real world? Just turn the nanobots off. Say SL to plug in. Say RL to plug off.
    Red more...

  • True empathy
    What about feel the same as others? With the help of neural signals encoding/decoding we may be able to know each other better.


  • Improved senses and new sensor modalities
    We're limited to sense the world through sensors for auditory(20-20KHz range), visuals(350-700Nm range ) , touch,gravity, chemical , etc. Nanobots and implants may give us improved auditory:longer distance, increased frequency range(utrasound), improved visuals: longer distance, increased frequency range(radio waves) and new sensor modalities like magnetic fields for exmaple.

  • Better health and longer life
    Nanobots deployed in our blood circuit will monitor our live parameters 24x7 and send data through a wireless connection to a central computer system for analysis. They could help our immune system by detecting and kill viruses, cancer cells and baceterias.

  • Artificial Intelligence
    All lof the topics descirbed above has relations on one or other way with the ancient dream of the human race to create a thinking machine. Many beleives that this is a matter of computational power only. There are lot of phylosophical and scientific debates if the artifical intelligence idea is plausible , however I beleive that the singularity is near.
the possibilities are unlimited...


Modifying our bodies this way will generally change the way we sense the world. This will force us to create new behavioral traits , which eventually will be the only one product of the natural human evolution.


Links
Prof Kewin Warwickm, The first cyborg
Ray Kurzweil - my favourite futurist
KurzweilAI - web site dedicated to AI and related concepts
Mechanical Singularity
Evolutionary psychology
Nanobots
Technological Singularity
Augmented Virtual Reality

Sunday, September 9, 2007

Virtual Worlds and Human Imagination Boundaries

I’m not a scientist, but love to speculate about different matters, which are usually in the focus of the science. So if you feel like reading a pseudo-scientific-emotionally-loaded-speculative essay, then go on. If you’re true scientists and believe in the strict formal approach, the following text is not for you. Virtual Worlds (VW) are getting more and more popular these days. While there is not a broad acceptance of the virtual worlds as a communication platform yet, they will be definitely a part of our social life one day. These tools will eventually replace the Web 2.0 hype as a new content representation paradigm. People will than look on to the virtual worlds as an important social and business environment or even as new residential places much alike the Americas or Space. We will need to develop new skills in order to squeeze the most of this challenging environment. Futurists talk about the evolution of the human race in response to the space colonization. I think we’ll have yet another evolution path to optimize – virtual world colonization. This path has already started in the past, since the presence of APRANET. I’m talking about evolution path, because the virtual world properties will challenge our current biological limitations and their psychological reflection.
There are anthropological theories, focused over the psychological limitations developed in result of characteristics existing in our genotype and phenotype. We tend to develop specific psychological and cognitive constructs, seen as a direct result of our individual biological characteristics. People demonstrate behaviors, which are mapped to specific psychological constructs. Some of these behaviors may be easily seen as a direct result from specific biological characteristics. For the purpose of this speculation I will talk about them as biological limitations. Behaviors influenced by these biological limitations may be considered as a rational. We just can’t do it another way.

L'anatomie, c'est le destin!


The phrase means "the anatomy is a destiny" and is usually attributed to Fraud Freud. However FraudFreud him self said that this phrase belongs to Napoleon. We don’t jump from skyscrapers, because we can’t fly. We are afraid as the height goes up because of our flight limitations. We tend to approach a person closer to talk, because our voice is distance limited. We feel jealous, when our intimate partner is approached by another individual, because our reproductive path is treat hen. However, there are behaviors influenced by psychological constructs, where the relation to specific biological properties is hard to be seen. Sometimes the direct relation is missing just because the biological limitation is already a history. There are behaviors developed during the infancy (when there are biological limitations presented), which are used later in the individual’s life, when the limitation is not presented, anymore. Such behaviors may be seen as irrational. It is quite challenging from a scientific point of view to develop a clear behavior classification based on the rationale-irrational axis. The virtual worlds these days are still far more limited in terms of possible states (compared to the real world). The virtual worlds are still described by a limited number of rules, which allows researchers to operate over them with more formal tools. The formalization is possible due to the fact that they are computer simulated. This renders the virtual worlds as a useful scientific playground- the behavioral context is much simple and suitable for formal representations. However, these research possibilities raise a various ethic questions.
Because of the ideas mentioned up, I see the virtual world presence as a big evolution challenge for the human race. If one is roaming in the Second Life World, he may observe various behaviors, which may be mapped to a psychological constructs, while the biological limitation is not present in the virtual world. In the real life we shall act this way, just because we are biologically limited, but in the virtual world this behaviors may be classified as irrational. I will try to give some examples:

  • Line of Sight
    Tons of public events (concerts, theaters, educational classes) are hosted every day in SL. It is not rare to see folks struggling to take a front place near the stage. In real life we’re doing this, because our effective sight and hearing distance is limited. This tendency may be observed even into individuals, who know that SL provides instruments to watch around the avatar to a far greater distance.
  • Psychological Space Distribution
    In real life, we tend to distribute our physical space according to our psychological space. It may be observed easily in closed spaces like rooms. We stand closely to our intimate partners. We stand on a limited distance from unknown people and far from our enemies. We tend to keep a descent distance from formal peers during conversation. We take a place near the corner in unknown and unstructured situations. The distance and place are more likely to reflect our current emotional state, our fear and uncertainty, our goals. There are plenty of local social-cognitive theories, which try to explain the physical space distribution in result of specific psychological properties. Second Life provides few communication tools, which are distance limited and one which is not (IM). Go to public places in SL and watch people talking. You will see a tendency people to distribute the virtual space based on their feelings and goals toward specific peers. People try to preserve the right distance, when talking with peers. People try to stand in front of the peer as it would be done in the real world. People stand aside, when feel uncertain or socially incapable. Avatars may communicate in SL (technically) without using these common social techniques, but people use them.
  • 3D Space Distribution
    In real life we live closer to the ground. We have skyscrapers and towers, but they are built on the ground. Going higher and higher, the discomfort levels starts raising. While in real life we may localize specific biological limitations and corresponding psychological constructs, which make the sky inhabiting difficult, in SL it is slightly different. SL world is a true 3D (still virtual) space. Avatars (individuals) may fly up to 170 m (not sure about the exact height, actually), alone. The maximum height, to which avatar may fly with the help of a vehicle is about 4000m (there are ways to push avatar up to million meters, actually). Buildings do not have to be built on the ground and may hang up in the air up to 650 m from the ground. In general SL residents may live high above the ground if they wish. They may fully utilize the true 3D space in the virtual world – and it is still a dream in the real life in 21 century. There are a lot of buildings and platforms in SL built high above the ground. However the majority of the population inhabits the ground levels. I see it as a result of our specific psychological constructs formed in the physical world.

We may find plenty of examples about the way people tend to demonstrate behaviors used in the real world, which may be seen as rational in the physical world and irrational in the virtual world.

I’m not advocating that people do not have to behave like that in the virtual world. We are humans, when behave like humans. We have to stay closer to our intimate partner. We have to stand in front of our conversation peer. We have to feel joy, when observing beautiful pictures. We may live up high and feel fear. We must hunt for emotions. We must live for the moments, when the emotion stops our breath. However, the virtual worlds will change us. We will be limited by our imagination only.

This is the time to test if human imagination has boundaries!

Saturday, September 8, 2007

SL Scripter/Builder: How to rotate an object to a target direction, when the object has STATUS_PHYSICS

If you're going to be a scripter in SL , soon or later you will crash into a bunch of problems, when trying to rotate objects/prims.
A good start for every scripters in the jungle of rotations, quaternions and vectors and other 3D space related manupulations are the following resources:
http://wiki.secondlife.com/wiki/Rotation
http://www.cprogramming.com/tutorial/3d/quaternions.html
http://www.euclideanspace.com/maths/index.htm


I had a problem like this lately. I'm working on a new product called Star Glider - a kind of stylish flying vehicle and needed to implement a feature called auto-landing.
During the auto-land sequence the vehicle needed to rotate its self(around the Y axis) and become parallel to the ground. The idea behind this is to avoid landing on the vehicle nose or tail, when the pilot approaches the ground.



So, here comes the problem - How to rotate an object to a target direction.
In the problem given up, I will consider (for simplicity) that the ground rotation is equal to zero. Looking up the image:

  • V1 represents a ZERO vector <0,0,0> - a vector with ZERO angle relative to the Y axis. It is our target vector (note the image is not exact from a mathematical point of view)
  • V2 represents the current direction of the object in the Y-Z plane

What we need is to calculate the angle between the two vectors , generate a rotation quaternion based on the angle and apply the quaternion over the object.
The following script may be used:

//getting current rotation of the object(global rotation of the root prim)
rotation currentRot = llGetRot();
//getting vector V2 - the direction in the Y-Z plane
vector v1 = llRot2Left(currentRot);
vector v2 =<0,0,0>;
//generate rotation based on the angle between two vectors
rotation targetRot = llRotBetween(v1,v2);
//apply rotation
llRotLookAt(targetRot,1,1);

If you have a situation like in the image, the object will rotate untill becomes parallel with the ground - e.g. untiul the angle become ZERO;


NOTE:
Instead of llRotLookAt one may try to use llSetRot. However llSetRot does not work over physical prims (STATUS_PHYSICS).

Links:
http://wiki.secondlife.com/wiki/Rotation
http://www.cprogramming.com/tutorial/3d/quaternions.html
http://www.euclideanspace.com/maths/index.htm

Cool SL Places: Live Concerts

If you are addicted to live performances in RL, do not miss 'em in SL too!
There are tons of live concerts around the SL world. All you got to do is knowing how to find'em.




















Searching tip:
1. Open the SL Search Box by clicking the "Search" button or press Ctrl+F
2. Click the "Events" tab
3. Click the "In-Progress and Upcoming" radio button
4. Click the "Category" drop down list and select "Live Music"
5. Click the Search button on the right of the Search Box
6. Click the "Time" column header to sort them out by Time

NOTE:
The Time column displays the time of the event in Pacific Time/Pacific Standard Time
It means that you have to calculate the right time for your time zone. You may use the following time converter to do it easily:http://www.timezoneconverter.com/cgi-bin/tzc.tzc

Friday, September 7, 2007

Cool SL Places: Midnight Reflections - Romance and Nature

If you need to land on a romantic and beautiful place alone or with a close friend check out:

Midnight Reflections 57,128,25 - (M)
http://slurl.com/secondlife/Midnight%20Reflections/57/129/26


You'll get a lot of beatifull views, while walking around (click images for larger view):




Do not miss it!

Wednesday, September 5, 2007

Second Life - Week One

I just spent few days in SL(Second Life) dealing with a tons of new situations. It's a kind of culture shock for me: there are new people, new social rules, new economical situation - I got to learn a lot. While dealing with this I've felton the following important SL concepts/phrases:

  • Alt
    Alternative account. Many players have more than one account, often free basic accounts, in order to express different parts of their personality through a different character, in order to keep them seperate.
  • Alpha
    Textures may be given an 'alpha channel', which is essentially full transparency. This is an advanced Photoshop technique external to Second Life.
  • Appearance
    Your avatar's appearance may be changed at any time by a selection of sliders, by right clicking on yourself and choosing "Appearance" from the pie menu.
  • AR
    Literally "Abuse Report". When another player is acting inappropriately or harrassing you, selecting this item on the "Help" menu will allow you to file a complaint about their behaviour. This function should, of course, be used sparingly.
  • Attachments
    As the name implies, this is any item that can be attached to your avatar. This may take many forms, and there are many attachment points available..
  • Auto-return
    When you own land, you can set auto-return so that other people's objects will be returned to them after a set time, to prevent your land getting cluttered. Any items you leave on anyone else's land will be returned to you after the time set.
  • Avatar
    The visual representation of a second life resident. Avatar appearance may change all the time (if the resident wish so) - see Appearance.
  • Basic Account
    A Basic Account is free, and allows you access to more or less everything that Second Life permits, apart from the ability to own land.
  • Borked
    Something not working in its intended manner, literally "currently in a non functional state of operation".
  • Boxhead
    The art of wearing a wooden box on your head. The skull was the default attachment point for objects, and a common mistake by new players was, instead of opening a box, to 'wear' it from the pie menu. The result of this would be that you would often see bemused newbies on Help Island wandering around desperately trying to figure out how to remove the box from their head.
  • Flexiprim
    As the name implies, a "Prim" that is flexible. It is now possible to create prims that have flexible properties, which may be used to create flags that blow in the wind, flowing clothes that move as you do, bouncy hair, and many other possibilities.
  • FPS (1) First Person Shooter. Although Second Life does indeed have the facility to act as an FPS, in a rudimentary fashion, it is not intended primarily as a player-v-player combat system. Several groups in-world have, however, created successful combat systems.
  • FPS(2) Frames Per Second. This is how fast your computer is updating your display. The higher the FPS, the higher the detail and smoothness of your view. Problems such as lag can reduce your FPS and slow everything down.
  • Grey
    Usually heard as "Everything's grey". When downloading data from the server, the vector data is downloaded and rendered first, followed by the texture data. Until textures are downloaded, they are rendered as a default grey, and the world can be a very dull place until this is completed.
  • Grid
    The network that Second Life is built on, consisting of thousands of interlinked computers.
  • Griefer
    Someone whose sole purpose in Second Life is to irritate other players. Whatever, you do, don't be one!
  • Hippo
    The official animal of Second Life.
  • Island
    (also Private Island) Users can buy an entire region ($1200 setup fees plus currently $195 a month tier) and build whatever they wish. These can be connected to other regions, and set as open access or private invite only, depending on their intended use.
  • IM
    Instant Message. A private way of communicating with another user.
  • Inventory
    Your avatar's "storage area", similar to a backpack in other games, where you may store everything you own in-world. Size is not limited, and you may move things to and from your inventory as you wish.
  • Lag
    When there is network congestion between you and the server, or the server is overworked, there will be occasional pauses and delays in things happening whilst your computer waits for data to be processed. Virtually all data in Second Life is streamed to and from the servers in real-time.
  • Linden Dollar
    The in-world currency unit, usually shown as L$. They may only be exchanged in complete units.
  • Lindex
    The "Linden Exchange", an in-world currency trading system where you may buy, or sell, Linden Dollars for real world currency (restricted to the US$ at present, but may of course be converted afterwards to your own currency.
  • Link
    One or more prims may be selected and linked together as a group of items. Objects do not affect your prim limit on land, as they are still classed as individual prims.
  • LSL
    Literally "Linden Scripting Language". This is the code that is used to write scripts, or programs, in-world to make objects perform tasks or respond in a certain way.
  • M
    "Mature" region status classification. Apart from the few global restrictions on intolerance, harrassment and hate speech, pretty much 'anything goes' in Mature regions. See also "PG".
  • Mainland
    As expected, the "main continent" of Second Life. This land mass is where the majority of users own land.
  • MMORPG
    Massively Multiplayer Online Roleplaying Game. There has been considerable debate over the years as whether Second Life is indeed an MMORPG - although all conditions are met - or whether it is a development platform, the metaverse, or in fact the future of the internet.
  • Newbie
    A new player to Second Life. Also known as a 'noob'. Although this may occasionally be used as a term of contempt, it is usually used in the context of doing something wrong that was such a simple mistake ("that's so noob").
  • Object
    One or more prims, when linked, create an Object. Objects do not affect your prim limit, only the individual prims themselves.
  • Pie Menu
    When you right click on something in-world, a menu appears which is circular, with different options on each of the segments, giving the appearance of a pie looked at from above.
  • PG
    Not literally "Parental Guidance", but one of two classifications for region status within Second Life. Typically, PG regions do not allow public nudity or other 'mature activities'. These are provided for players who do not necessarily wish to see things in-world that they may consider offensive. See also "M".
  • Phantom
    Prims or objects may be set as 'phantom', which means that you are able to walk directly through them.
  • Physics
    Prims may have physics enabled, which means they will respond to gravity and wind. Although physics implementation is fairly basic, it does have many uses.
  • PTP
    (also P2P) Point to Point teleporting. The ability to go directly from one point to another on the grid.
  • Premium
    Account A Premium Account costs $9.95 per month, and allows you to own land, which you can then build on.
  • Prim
    Short for "Primitive Shape", the basic construction blocks of Second Life - cube, sphere, pyramid etc. More or less everything you see in Second Life is constructed from prims.
  • Prim Conservation
    The art of being able to build something without using more prims than necessary, possibly replacing small prims with textures.
  • Prim Limit
    When owning land, you are limited by the amount of items you are able to put out on it. Currently a 512 sq m plot allows 117 prims, up to the maximum of 15,000 on a full region. When you hit your limit, an error message will appear and you will not be able to put more things on your land. The only way to get around this limit is to buy more land.
  • Prim Torture
    The art of manipulating prims into complex shapes, using cuts, twists and shears, and potentially saving prims in the process.
  • Region
    A 'Region' is an area of land consisting of 65,536 square metres. Each region can be owned by one or many people, depending on how the plots of land have been divided up. The Second Life grid consists of thousands of interconnected regions.
  • Rez / Rezzing
    A reference from the movie "Tron", this is the act of creating something in the game, either yourself by build or from inventory, or data downloading from the server.
  • RL
    Stands for Reak Life - e.g. the real life of the avatar outside of second life
  • RP
    Short for "Roleplaying". This can take many forms in Second Life, and is made easier by the ability to change your character's appearance at any time. Some players use alts for different roleplay characters to keep them separate.
  • Sim
    Short for "Simulator", another name for Region.
  • Scripting
    Second Life allows you to write programs using its own language, to perform tasks. This may take many forms. See "LSL".
  • Spam
    Junk advertising and other communication within Second Life. Strongly discouraged.
  • SL
    Stands for Second life, e.g. the virtual life
  • Stipend
    A weekly allowance given to various types of account, giving you some spending money. New, basic accounts do not receive a stipend unless they upgrade to Premium.
  • Teleport (TP)
    To either travel from one point on the grid to another, or to ask another player to teleport you to their location "TP me".
  • Texture
    A graphical image laid over a prim to replace the basic plywood texture. This can allow you to build virtually anything, including photorealistic buildings.
  • Tier
    This is the monthly charge for the land that you own in Second Life. Premium Accounts can own 512 sq m of land before additional charges are applied. This increases in allowance blocks up to a full region.
  • Watermelon
    The official fruit of Second Life.
  • Wednesday
    As a general rule, Wednesdays are the days when server maintenance and client patches/updates are applied to the grid. Sometimes this can run for longer than intended, so it is best not to plan to do anything on a Wednesday until the grid is back up. Players often ask "Is it Wednesday already" when things are not performing as they are expected, as the grid can often be unstable for a little while after maintenance.
  • XYZ
    The three axis used in construction. All prims can be stretched and rotated in either axis.
most of the phrases delivered via: http://forums.secondlife.com/showthread.php?t=208450