Linden Lab Introduces Expressive Puppeteering to Second Life

Realtime, Spontaneous Movement Brings Real-Life Expression to Second Life

Avatars



Aug 01, 2006, 01:00 ET from Linden Lab

    BOSTON, Aug. 1 /PRNewswire/ -- Linden Lab(R), creator of the acclaimed
 3D world Second Life(R), today announced the introduction of expressive
 puppeteering for Second Life avatars. With expressive puppeteering, any
 resident will be able to manipulate their avatar to create real-time,
 gestures and movements. The animation is being demonstrated by Second Life
 at the SIGGRAPH Conference and Exhibition on Computer Graphics and
 Interactive Technologies, in Boston, MA, July 30 - August 2 (booth 310.)
     The ability to add movement through the expressive puppeteering
 technology will be fully integrated into Second Life, allowing residents
 who desire a more advanced and realistic animation to enhance their
 interaction without having to access dedicated animation software programs.
 To create an animation, residents simply grab an avatar's body part and
 move it in the desired way. The avatar then "learns" the animation and
 gestures accordingly.
     "The introduction of expressive puppeteering to the Second Life
 experience significantly heightens the realism of avatar interaction while
 by allowing real-time modifications in a shared space," said Cory Ondrejka,
 vice president of product development at Linden Lab. "We are constantly
 exploring and innovating new technologies that can enhance the user
 experience in Second Life, and we believe these animation features will
 open new channels of expression for our growing resident population."
     "Second Life has proven to be an exciting venue for movie-making due to
 its ability to offer the same real-time collaboration as experienced on a
 real world movie set," said Paul Marino, executive director of the Academy
 of Machinima Arts & Sciences. "I look forward to the continued growth of
 machinima in Second Life as innovations like expressive puppeteering allow
 pioneering machinima directors to advance their story-telling."
     Linden Lab intends to introduce additional animation capabilities in
 the coming months to further enhance the realism of avatar interaction in
 the virtual world.
     About Linden Lab
     Linden Lab was founded in 1999 by Philip Rosedale to create a
 revolutionary new form of shared 3D experience. The former CTO of
 RealNetworks, Rosedale pioneered the development of many of today's
 streaming media technologies, including RealVideo. In April 2003, noted
 software pioneer Mitch Kapor, founder of Lotus Development Corporation, was
 named Chairman. In 2006, Philip Rosedale and Linden Lab received WIRED's
 Rave Award for Innovation in Business.
     Based in San Francisco, Linden Lab employs a senior team bringing
 together deep expertise in physics, 3D graphics and networking. Team
 members have previously worked for market leading companies such as
 Electronic Arts, Maxis, Disney, Macromedia, THQ, Acclaim, Hasbro, Mattel
 and RealNetworks.
     NOTE: Second Life(R) and Linden Lab(R) are registered trademarks of
 Linden Research, Inc.
 
 

SOURCE Linden Lab
    BOSTON, Aug. 1 /PRNewswire/ -- Linden Lab(R), creator of the acclaimed
 3D world Second Life(R), today announced the introduction of expressive
 puppeteering for Second Life avatars. With expressive puppeteering, any
 resident will be able to manipulate their avatar to create real-time,
 gestures and movements. The animation is being demonstrated by Second Life
 at the SIGGRAPH Conference and Exhibition on Computer Graphics and
 Interactive Technologies, in Boston, MA, July 30 - August 2 (booth 310.)
     The ability to add movement through the expressive puppeteering
 technology will be fully integrated into Second Life, allowing residents
 who desire a more advanced and realistic animation to enhance their
 interaction without having to access dedicated animation software programs.
 To create an animation, residents simply grab an avatar's body part and
 move it in the desired way. The avatar then "learns" the animation and
 gestures accordingly.
     "The introduction of expressive puppeteering to the Second Life
 experience significantly heightens the realism of avatar interaction while
 by allowing real-time modifications in a shared space," said Cory Ondrejka,
 vice president of product development at Linden Lab. "We are constantly
 exploring and innovating new technologies that can enhance the user
 experience in Second Life, and we believe these animation features will
 open new channels of expression for our growing resident population."
     "Second Life has proven to be an exciting venue for movie-making due to
 its ability to offer the same real-time collaboration as experienced on a
 real world movie set," said Paul Marino, executive director of the Academy
 of Machinima Arts & Sciences. "I look forward to the continued growth of
 machinima in Second Life as innovations like expressive puppeteering allow
 pioneering machinima directors to advance their story-telling."
     Linden Lab intends to introduce additional animation capabilities in
 the coming months to further enhance the realism of avatar interaction in
 the virtual world.
     About Linden Lab
     Linden Lab was founded in 1999 by Philip Rosedale to create a
 revolutionary new form of shared 3D experience. The former CTO of
 RealNetworks, Rosedale pioneered the development of many of today's
 streaming media technologies, including RealVideo. In April 2003, noted
 software pioneer Mitch Kapor, founder of Lotus Development Corporation, was
 named Chairman. In 2006, Philip Rosedale and Linden Lab received WIRED's
 Rave Award for Innovation in Business.
     Based in San Francisco, Linden Lab employs a senior team bringing
 together deep expertise in physics, 3D graphics and networking. Team
 members have previously worked for market leading companies such as
 Electronic Arts, Maxis, Disney, Macromedia, THQ, Acclaim, Hasbro, Mattel
 and RealNetworks.
     NOTE: Second Life(R) and Linden Lab(R) are registered trademarks of
 Linden Research, Inc.
 
 SOURCE Linden Lab