Thursday 30 October 2008

Tuning in to AM Radio (again)

I am aware of at least 4 blog posts that I have been meaning to write. I am also aware that they are unlikely to get written in the next few days. So "sorry" to places like virtual Birmingham and Czech Republic, and a couple of interesting health sims I've recently toured in Second Life - I will put some ill-formed words together about you in the very near future. But right now, it is late at night, I am off for a few days' away from computers and all-things-virtual tomorrow, and I wanted to put up a mindless post that needed no research or, indeed, much in the way of wordage - just pictures.

I have raved about AM Radio's builds before - and the cognoscenti of Second Life should already be familiar with his many marvellous creations. However, for those of you who don't know his work, or who don't stay close enough to these things (and that includes me), it is worth noting that Mr Radio's latest creations are available for inspection. Spread across 3 sims (Welsh Lakes is a good starting point) you will find many things to marvel at. The multiple, inter-connected Klein bottles have given way to... well... go and find out. And The Refuge and Expansion seems to have expanded too, with the addition of a fine flying machine. Here's the piccies - take a look - and then go visit. If you've not seen AM's work before, I hope you like - I'd be amazed if you don't...

Friday 17 October 2008

Figment Island

Occasionally I stumble upon sims that have been happily (or quietly) going about their business for ages. I found tonight's sim to be a difficult one to judge. Part of the difficulty is that this is not a European or American sim, and so may not have generated much hoopla in the Western blogs. In fact, a little light Googling reveals that the sim is a good 18 months old! Odd that it has been knocking around for so long, yet I have not stumbled upon any actual reviews of the place. So where am I talking about? I guess the title of this post rather gives the game away: Figment Island.

The island belongs, not unreasonably, to a company called Figment - who are based in Singapore. They describe themselves as"Asia's first full-integrated virtual world marketing communications agency" - and while I get the gist, this still sounds like it was dreamt up during a particularly fruitful workshop on buzzword generation. Just to add another dollop of snottiness, I would also question their effectiveness in virtual world marketing communications if I can find so few mentions of their existence. But that is perhaps below the belt. As we shall see, what they have on their island is actually rather good - at least, I think so.

So what's on the island then? It is easiest viewed as being split into 3 zones - in order of preference: the art gallery; the company area and the other bit.

My favourite - and I daresay it will be yours, too - is GetsmART. This is a virtual world art gallery by Ngee Ann Secondary School. I am not sure about the validity of a Secondary School on the adult grid - maybe that's down to a definition of "Secondary" - but this place is great. The accompanying notecard tells me: "Students and teachers’ art works are featured here.In this gallery, students are taken through 'thinking processes' using thinking routines that are adopted from Artful Thinking - a model developed by Project Zero, Harvard University. Through this, we hope students’ thinking dispositions are developed and deepened." You can pick up a HUD that will help you with your thinking processes - but the gallery, tho' small, was fun to walk through. I particularly enjoyed the... what?... "3D charcoal sketch"(?) at the end. The experience is not really designed with the solo visitor in mind, but rather it should be a small group activity, mentored or mediated (albeit with a light touch). Once through the gallery, you are led to a relaxing seating area, where you can discuss the works (or so I deduced). Most of my pictures are of this GetsmART area.

Floating above the sim is the second of the 3 zones. This is Figment's space, and is best(?) described as a giant snowflake lying on top of an immense floating tree. Well, it is Second Life, after all. The various arms of the snowflake offer different facilities - such as meeting areas, or orientation. The content is crisp, well textured and has a nice, open aspect to it.

The third zone is perhaps the least successful - and may be incomplete. This is leased to Ascendas, a "leading provider of business space solutions", to promote Neuros & Immunos, a biomedical research building. The accompanying notecard explains: "Strategically located within Biopolis at one-north - Asia's home for biomedical sciences, the seven-storey Neuros & Immunos offer fully-infrastructured laboratory space and a conducive research environment that makes it the choice location for a quality biomedical R&D centre." There is a faithful reproduction of the facade of the building, but no actual way in. The point? Ummm... I'm not at all clear on that one. I suppose it does offer potential overseas clients a 3D panoramic view - but is that really enough?

Well that's the sim so far... not a huge amount to show for a company that has been doing virtual worlds stuff for well over a year now, unless there's a slew of successful sims that I know nothing about (quite likely!). If this is the case, don't hide them away! Let's get to see them! In the meantime you can see my pictures:

Thursday 16 October 2008

AvaStar - And Finally...(?)

I hope my tales of the travails of the AvaStar haven't left you snoring, because I have just one more update for you. Well actually, it's two updates - or rather, insights.

The first comes from blogger and Second Life entrepreneur, Ari Blackthorne, who left the following (slightly re-jigged by me) as a comment on my earlier post. I thought it rated promotion from the minor league of comments to the full blog itself!

The Avastar's first problems began when they moved away from a 'real' published eZine that looked and felt like a real tabloid off to the blog format. I paid big bucks for full-page ads in the eZine. Something to the tune of $200 worth of L$ a month.

When asked to renew my ads on their blog, I refused. I didn't like the blog format. I wanted my advertisements in-world and they wouldn't show the new demographics. There are too many other good blogs to advertise on. When they went blog, I suspect advertising dropped dramatically. No money income - drop the writers (who WERE paid back when it was an eZone if I remember correctly.)

No writers = no content = no readership = no demographics to show advertisers = no advertising = KAPUT. It's that simple.

The second insight comes from a former writer for the AvaStar, who would prefer to remain anonymous.

It seems that shortly after the changeover from PDF to blog, at one of their regular staff meetings, the writers were simply told that henceforth they would no longer be paid for their work. Of course, they could (and presumably should) continue to write, but for free. At this point all the writers, who had effectively been made redundant by this move, quit working.

No writers = no content.

Meanwhile, as already noted in the earlier post, the reader-generated content failed to materialise either.

Hence the death of the AvaStar - an interesting and, in my view at least, worthwhile experiment that ultimately failed. Do you have a different perspective?

AvaStar - Some More Thoughts

Following my last post, about the demise of the AvaStar I thought I would root a little further. So I took a look at the range of recent articles available at The AvaStar. I was a little surprised to find it was not the vibrant, information-packed newsfest I had been expecting. There was just a trickle of posts and comments - far fewer, as far as I could tell, than would be found on the average Second Life blog (like this one).

Supposedly, the most popular article is "Too many girls are really guys!", posted back in May, 2008. This also boasted the most recent comment - on September, 28th, 2008 - about 3 weeks ago. More worryingly, aside from the article announcing their demise, there have been just 3 articles posted in October. While September was busier, with over 20 articles, this can hardly be called vibrant.

Did their focus shift elsewhere, away from Second Life? The AvaStar did branch into other areas of the Metaverse - but articles on Kaneva, There and Entropia are very few and far between, accounting for maybe 3 or 4 a month, combined. No news about these worlds has been posted in October.

So to sum up... it seems that, while many of us had heard of the AvaStar, and enjoyed reading it, the actual content generation fell away over time. I don't think the move away from PDF helped, since that at least gave you the feel and 'heft' of a real newspaper - you could see the content, because it was all laid out before you. The website, by contrast, served to conceal the drop in content. I have to confess, I was approached to write for the Travel section of the website some time ago, but declined the invitation. While I obviously write this blog for free (I don't event take Google Ads), I would expect a small something for writing in a more 'professional' capacity. Perhaps others took the same view.

I would conclude, then, that at least a major contributory factor in its closure was simply "lack of content."

Wednesday 15 October 2008

Avastar 'Ave 'Ad Enough

Thanks to my chum, Veejay, for alerting me to this through his blog over at Mindblizzard. It seems that The AvaStar, the popular Second Life newspaper (think "Red top" rather than "broadsheet") has decided to wind up its operations. The full announcement is here, but the gist is that they are shutting up shop since - and I quote - "The AvaStar has now completed its virtual mission."

I confess I was not an avid reader - but I did like to check it out from time to time and found it had a good range of articles, while also informing me of events and new sims. While I will not be donning sackcloth and ashes, I am sorry to see this popular paper disappearing. I think Second Life will be poorer as a result. As well as the paper, largely written by the Second Life residents, there was a well-made sim. I assume that, too, is being closed.

But let's come back to that quote.... "completed its virtual mission." Unfortunately, this "mission" is not particularly well articulated anywhere - and therefore it is hard to say whether the success criteria have been achieved. While I am touched at organisations not wishing to hurt my (or maybe Linden's) feelings, by declaring they have completed their mission, or achieved their objectives, I can't help but feel that this is often, frankly, bullpoop. Since they do not publish their success... no, let's make that "exit criteria"... it is hard to assess.

Some have asked: "Is this closure due to credit crunch/economic downturn?" I doubt it, personally. I think it is more likely that bild.de, the parent company, had a plan - probably with a timeline of less than 2 years - to explore the (.... no... make that "a") possible future of journalism. It was never part of their plan to keep The AvaStar running indefinitely. Indeed, they may well have expected it to collapse after only a few months. It is to their credit, then, that they kept it running for as long as 2 years.

I have to say that, as a Second Life resident, this departure feels like (another) kick in the teeth. This kick was compounded when researching this piece, by stumbling upon an article in The AvaStar, describing the closure of the Geek Squad sim. By way of closing this piece, I will give you a link to that article. Geek Squad did not close because of the reasons given above, and I think this article (and ones like it) should give you good reason to regret the passing of The AvaStar.

Saturday 11 October 2008

Galonge and the effect of web2.0

Not a big post, this one... In fact, it's really just an excuse to show you some of my travel snaps. The subject is the strange, mythical sim of Galonge. However, before I wheel out my snaps, I think some context is in order - hence the title of this post.

As regular readers are surely aware, I use Flickr for storing the many snaps I take on my virtual travels. A day or so ago, I got a new follower, hidenori glushenko, and so I checked out his profile in order that I could add him in return, and check out his pictures. In the course of this, I found the Galonge group on Flickr - and saw a familiar name: Ravenelle Zugzwang, real life wife of everybody's favourite Linden, Torley. Following my 2.0 route, I got a link to this post on Ravenelle's blog - and stared, in awe, at the photo of 2 huge, elongated giraffe-like creatures, reminding me strongly of Dali's painting of the Temptation of St Anthony, which features elephants with grossly out-sized giraffe legs. I got the SLURL from Flickr and hurried along as soon as I could.

Galonge
, like the Flickr group, is Japanese in origin. It is described as: "a mysterious unknown civilization in Second Life. (like ancient Egypt or Roma or any old civilization)" - which is fair enough, though the architecture reminded me more of native American Hopi design. I have no idea what the funding model might be for this sim - or the rationale for its existence... and I don't really care. There's a few shops, but nothing that would make tier. There's also some unusual freebies... like your very own Sun god! I just thought that, as it was a really nice sim that caught my eye, I would tell you about it.

Oh.. and finally - here's the snaps!
My thought on this is: While the 2.0 chase was more convoluted than it needed to be, how would I have fared in a 1.0 web?

Thursday 9 October 2008

Boulanger3D

I was first alerted to this sim by an article in that veritable treasure trove of virtual tittle-tattle, Virtual Worlds News. There have been precious few atomic world companies coming into Second Life recently, so I was intrigued to read: "The French retail company Boulanger announced today [October 7th] the opening of a store in Second Life with development and planning help from IBM Research and Global Business Services. The goal is to complement Boulanger's physical stores and website with an additional distribution channel and additional services. Initially the build allows users to view and interact with Boulanger objects in a familiar context, click to be taken to the purchase page on a website, watch service and repair videos, or talk directly to a maintenance aide." Wow...! An IBM build! Given IBM's continuing large presence in Second Life, and its cutting edge use of this and other virtual worlds, the prospect was mouth-watering.

But first - a little about Boulanger. Actually, for once Wikipedia has let me down, but I will plough on. Boulanger is a general electrical retailer in France, selling anything from kitchen white goods to mp3 players and consumer electronics. The British equivalent would be someone like Currys. Joining the dots, this would suggest that their outlets are largely out-of-town, in large retail parks. What is clear is that the Second Life build has a particular purpose - to promote their recently opened store at Englos, an arrondisment of Lille, in the North of France. It ties in with - and indeed provides links to - a dedicated website.

I was not able to leg it down to the Boulanger3D sim immediately, and I chose to avoid the details of the Mindblizzard post, so I could arrive fresh and without preconceptions (albeit, with some expectations). I finally pottered along to the sim today and... well... where do I start?

IBM described their aims for this build as: "[to] develop a community aspect through the 3D universe and propose new services (configuration of kitchen, cooking lessons, guides, etc.) -- while integrating the three complementary distribution channels." On arrival, there is a large guest book, where you can post comments - so that suggests some interaction between the island and the visitor. Oddly, the guest book is at the arrival point, when you are least likely to have anything to say - but let's skip over that.

The sim itself is, quite frankly, a confused mess. One strand or theme is to model the island a little like the real Englos site - with its approach road, car park and, of course, the store itself. However, only yards from this is a gigantic luxury yacht, replete with helipad and helicopter - not something normally encountered in the suburbs of Lille. I don't know why it is there, and seems grossly at odds with the "augmented reality" being attempted in the virtualisation of the Englos store.

Another strand or theme is in response to the requirement to give people something to do that is "fun." In the car park you will find numerous vehicles that you are supposed to be able to drive. The sup'ed-up Beetle with the "Try Me" sign signally failed to allow me to drive it! Though I did get a decent razz on one of the motorbikes. Along the coast from the yacht are some windsurf boards that I assume are also available for your use. More fun, perhaps, is the helicopter - which you are free to fly. It is nicely done, but I did not check its provenance. Was it made specially? Or a rebranding of an existing Second Life vehicle?

But returning to the "augmented reality" view for a moment - I expected the virtual store to bear some internal resemblance to the real thing. After all, there's a decent 2D representation on the website. But no... the virtual store seemed somewhat perfunctory inside, with little detail, and little to attract the eye or retain the attention. It seemed unfinished to me.

The "kitchen design" was a disappointment too. A nice looking kitchen/diner, to be sure - but the only thing you could do was change the colour of the units. Even my LSL skills could probably stretch to that - and it fell somewhat short of the "configuration of kitchen" that most punters would expect.

There is a presentation auditorium. Now this is something that is normally done well in Second Life - there are endless examples. Yet somehow this one manages to fail. The seating for attendees is fine - it is the area for the presenters that feels wrong, somehow managing to be cramped, awkward and claustrophobic in what is otherwise an open space! Now that takes some doing.

There are a number of other buildings, but nothing of any note - and I include the "cooking demonstration area" in that observation. Instructions inviting me to click on images of computer games to get more information failed to link to any information in any form - not even notecards or URLs. I could go on, but that is more than enough.

So... there you have it. After the bordering-on-genius of the 7Days Magic Bakery, I found this sim profoundly disappointing - and largely failing to come close to its hype. It seems to me to have been launched before it was good and ready, and before anyone had really given it a thorough critique internally. I have some photos - but don't trust me - you should go along and form your own opinion:


Terry Pratchett Visits Second Life

First, I want to make it clear that I was not, in fact, at the Terry Pratchett Q&A today in Second Life. As a semi-professional misanthrope, I tend to avoid large crowds in Second Life - they are laggy, confusing and more disorienting than I prefer - and on this occasion, it seems the sim was already heading towards full a good hour before the kick-off. If I was made of sterner stuff, I might have camped out ages in advance, but for one thing I had a bunch of real life chores to do, and for another, Mrs K would have taken a dim view of such behaviour.

Mr Pratchett was inworld to talk about his new book, Nation, and take questions from the avatar crowd. I assumed the transcript would appear eventually, but perhaps such is the power of 2.0 applications that I quickly learned on Twitter that the transcript was already up, and posted on Flickr!

I will leave you to read the full piece for yourselves - but I wanted to lift just a few of the quotes that tickled my funny bone and put them on Slambling:

  • ... I’m not really into all of this YourTube into MyFace kind of stuff!
  • I like the idea of Second Life, because it is a totally human activity. Monkeys wouldn’t be able to join.
  • I actually have a small potato in my coat pocket. In time of hunger a potato is more likely to be more useful than prayer.
  • I’m also a sucker for the kind of books with titles such as “Picky – The History of 500 Years of Snot in Britain
There is also a Nation sim - which I have yet to visit - modelled, I understand, on the tropical island depicted in the book.

PS: Upset at the lack of piccies? Then try this Flickr group.

Sunday 5 October 2008

Virtual Worlds Forum London - Postponed



If you've not picked this up from 101 other virtual worlds twitterers, bloggers or forums, please note that Virtual Worlds Forum 2008, due to be held at The Bridge in London tomorrow and Tuesday has had to be postponed.

This follows a fatal shooting at the nearby SEOne Club. According to the Press Association: "The 24-year-old received a gunshot wound at around 5.30am [Sunday] at the SEOne club, in Weston Street, near London Bridge. He was taken to hospital but later died... St Thomas Street, Weston Street and Stainer Street will all be closed for at least 24 hours and possibly longer."

The Bridge, the venue for the event, falls within this area.

According to the conference organisers the police have closed off the venue for three days and it is far too short notice to find an alternative venue. They are therefore going to reschedule the event - though it is too early to say when this will be.

What it means for attendees is

  1. The event will not take place as planned on Monday and Tuesday.
  2. For those people who are in London, the Four Day members pass to the Hospital is still available. Please go to 24 Endell St, London, WC2H 9HQ to collect your pass – there’s quite a few people in town, so lots of people to hang out with.
  3. The South by South West party on Monday night is still going ahead.

Saturday 4 October 2008

WebFlock or WebFlop?

Do you remember the Electric Sheep Company? Since you are one the small band of blogonauts who have washed up on the shores of Slambling, it is quite likely that you do. But if not, let me fill you in. In their own words: "The Electric Sheep Company creates Web-enabled social and virtual world experiences through strategy, design, production, and technology. Since 2005, ESC has worked with the world’s largest brands, media companies, and agencies to design and implement great consumer virtual experiences." And for Second Life that has meant that ESC has been responsible for some of the more interesting commercial builds. However, those days seem long ago as ESC, along with many other virtual world "experience designers", have branched out and moved on. I will leave you to discover for yourself what industry insiders may be saying about ESC, their Second Life experiences and their current prospects - you might find it an interesting exercise. As for me, I'm going to tell you about my experiences in WebFlock.

WebFlock, a Flash-based product announced earlier this year, is described by ESC as “an application for private-labeled, Web-based virtual experiences. It provides a visually immersive environment for social interaction, media consumption and game play." The first of these branded virtual experiences has been rolled out for the Showtime show, The L Word. Showtime is a subsidiary of CBS, who also have a substantial stake in ESC - and it was ESC who built The L Word's substantial and generally well-received presence in Second Life. It is perhaps not surprising then, that the show has become the first customer for an alternative virtual experience, based on WebFlock. I thought I would pop along to see what it was like.

It is simplicity itself to get into WebFlock, chat and move about – and it is this simplicity that, in my view, makes it so disappointing. But more of this anon. Getting into The L Word environment is easy. Having navigated to the webpage, you are invited to select an avatar from a choice of six, give her a name and, well, that’s it – no customisation, not even a change of clothing. I say “her” because there are no gender options here. Am I also supposed to assume that all these avatars are gay? It seems a reasonable inference – and even if this is incorrect, if I infer it, then plenty of other people will too. And that may not sit comfortably with some would-be visitors, who may opt to pass this one by. I don’t believe it is compulsory to be a lesbian to enjoy watching the show.

The first time I attempted to load the environment it took an age. In fact, I ended up terminating my browser session and trying again. The retry, I have to say, was then very quick to load. And what did I find? I found my avatar standing in someone’s open plan breakfast room. The graphics were generally good quality. Moving my avatar, I could walk forwards, I could walk backwards and I could walk from side to side. That might seem OK, but as there are no transitions when switching from one direction to the other, the effect looks basic and amateurish in comparison with the movement available in other Flash-based environments, such as Google’s Lively. Another aspect of movement that I had expected was “camera controls.” Widely used in Second Life, controls that let you pan and tilt your view are also common in less powerful environments – again, I would cite Lively as an example here, but it is one of many. In WebFlock you are left with a single view, like static CCTV, over which you have no control. Sure, this makes the system easy to use – but that is because fundamentally there are so few functions that you can use. It was simple, but I simply did not get any sense of immersion.

What about chat? One of WebFlock’s main objectives is “social interaction” – and it certainly offers text-based chat. My friends had repeated problems with stability of the “chat” function, re-logging several times to reset it. I had no issues with it. You can also “emote” – selecting from a small menu of animated effects that you can give to your friends. These were nicely done, but not terribly expressive. The avatars themselves seem to remain aloof from the fun – having no animation effects other than “walking” and “standing still”. There is no Instant Messaging – or non-public communication.

I tried to get out of the room, which had rapidly started to get claustrophobic and which would fill to bursting point very quickly if more than perhaps 10 people wanted to use it. But there is no way out. What you see is what you get. You see that door behind you? In effect, it is just painted on.

What about the rest of the WebFlock experience? It describes itself, as you may recall, as designed for “media consumption and game play.” There is a TV screen in the room on which you can view episodes of the show, though without a zoom facility you will need a very large monitor to get the most from the experience. And clicking on various objects presented me with opportunities to buy DVDs. So that’s a tick in the box for “media consumption.”

I don’t know how much “game play” has been put into this particular environment, but it does have one really irritating feature. Periodically, like every 2 or 3 minutes, it asks you for your opinion about some aspect of the show, offering multiple choice answers. While it would be possible to use such a feature to obtain useful marketing data, these questions seem more like the puerile enquiries to be found in teen magazines aimed at the post-Barbie set. And the question will not go away, consuming a fair slice of your “screen real estate” until you answer it.

And that’s it. In summary, I found the experience far too lightweight to rate as a virtual environment. I didn’t feel immersed in the experience - it was more like chatting while looking at a picture of some women standing in a kitchen. While I understand why companies leave Second Life, I find it hard to understand why The L Word would bail out of Second Life to go with this instead. Future implementations of WebFlock may end up offering far more than this. I can only hope so, because if this is all there is, then it is a dull future indeed.

Thursday 2 October 2008

I'm Just Arguing About Semantics...

While many of my colleagues (and probably yours) remain dismissive of virtual worlds and the prospects for web3D (at least in my lifetime, which given current health constraints may not be as long as I might fancy), they get positively moist when they ponder the imponderables of web3.0. Much of this web3.0 mullarkey remains a mystery to me. In fact, it's taken me long enough to get some kind of handle on web2.0. But that hasn't stopped me staring into the middle distance and letting my mind free-wheel on the topic.

While a fair chunk of the web3.0 vision thang revolves around "ubiquity" and "distribution", a significant slice is taken up with the notion of the semantic web. In techie terms, the ambition is a web in which computers can perform their own analysis, do stuff and find stuff out. Because computers are still basically stupid, even the really really clever ones, they need lots of help if they are to do all of this. According to wikipedia: "The semantic web is a vision of information that is understandable by computers, so that they can perform more of the tedious work involved in finding, sharing and combining information on the web."

In truth, of course, the label of "web X.0" is simply a convenience, an attempt to convey a Big Picture view. In reality, there are no web generations, but rather the evolution of the web is a continuum in which it is not always possible - and certainly never actually necessary - to make such generational distinctions.

In this Big Picture view of the web, we could probably characterise web 1.0 as the Era of the Individual: you make your own way through the web, sharing information only by digital word-of-mouth, and responsible for discovering everything you need. Web 2.0 I would characterise as the Era of Sharing: you are all-but-permanently digitally connected with friends,acquaintances and groups with common interests, sharing with them your travels through the web in realtime, and benefitting from the wider range of experiences and knowledge available within the various groups to which you belong, giving you a more productive and more social web experience. In techie terms, we have the introduction of scores of social tools to help people share stuff, and the development of mashups to pull together diverse information sources to form common, shareable views.

At the moment I don't really know how to characterise web 3.0. Howzabout Era of the Bot? A web in which much of the drudgery involved in finding what you want is taken away by our shiny, digital, computer pals; a web with which you can have an intelligent interaction. It sounds ambitious - and I am curious as to how this will combine with the "Social Web" of web 2.0. web3.0 will also offer intelligent applications, with natural language processing... hmmm... "natural language processing" eh?

In my idle moments, I've been wondering about this semantic lark, and the underlying reasons for it. And concluding that web 2.0 already has a semantic web element and that - like Soylent Green - the semantic web element "is people."

The highly-connected, social mesh that we inhabit now is full of 'em, sharing their ideas and opinions, filling gaps in our knowledge, offering services, advice and support (and all the while, using 'natural language processing'). While noting that "folks is folks" and you don't always get a reliable, consistent service - it is also true to say that people are pretty adaptable and good at interpreting, interpolating and extrapolating stuff, something their machine counterparts will be struggling to achieve for years to come yet.

And for me this social mesh reaches its online apogee in the social, immersive, shared experience found in virtual worlds.

Hmmm... so in conclusion: where semantic web3.0 can be characterised by HAL, perhaps semantic web2.0 can be characterised by AL.