Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

April 25, 2008

Connecting to SLTalker via SSL

I've missed the opportunity to see Wong Kar Wai's latest movie this evening, so instead, I kept the ride of "coding for talkers" from this morning, when I made a Twitter reader for Selva, and decided to finaly implement SSL for SLTalker. For those that do not know, SLTalker is a personal project of mine of implementing a talker-like interface for Second Life.

So, how to connect via telnet over SSL? Easy: the host is portugal-virtual.org and the port is 123. If you're in GNU/Linux or any *nix-like environment you can try

telnet -z ssl portugal-virtual.org 123

If you get an error saying that the -z option isn't available is because you don't have netkit's telnet-ssl package installed. Another option (bad choice in terms of usability, but this one works also on Windows) is to use OpenSSL and try:

openssl s_client -host portugal-virtual.org -port 123

Now, if you want a decent client, I recommend you to try out the popular TinyFugue (best known as tf), that already has SSL support in it's 5.0 version (still in beta). This is the only alternative I know to OpenSSL for Windows.

If you try this and have some feedback. please leave a comment. And yes, I know you're waiting for new features, bugs fixed and more usability: I'm working on that, but I'm yet far from ready to a new (and quite different) release. Bare with me...

April 04, 2008

Tecnonov 2008, tomorrow - Fnac - Coimbra - Portugal

Tomorrow I'll be at Tecnonov 2008 to talk about Virtual Worlds: pass, present and future.

Program (in Portuguese):
[ 10:30 ] - ABERTURA
[ 10:40 ] - Octávio Gonçalves - DMS Document Management System
[ 11:25 ] - João Carvalho - Palco Principal - há música na internet
[ 12:10 ] - Dr. Pedro Dias Venâncio - Copyright e Patentes no Espaço Europeu
[ 12:55 ] - ALMOÇO
[ 14:30 ] - Francisco Rente - O CERT-IPN e aposta na inovação
[ 15:15 ] - Paula Simões - Mundos Virtuais na Educação
[ 16:00 ] - Rui Seabra - O que é Software Livre?
[ 16:45 ] - Miguel Caetano - Para além da música 2.0: distribuir, partilhar, monetizar
[ 17:30 ] - Pedro Custódio
[ 18:15 ] - Rogério Reis - Debian, o Sistema Operativo Universal
[ 19:00 ] - Rui Miguel Simoes de Azevedo - Associação Ensino Livre
[ 19:45 ] - Marcos Marado - Mundos Virtuais: Passado, Presente e Futuro
[ 20:30 ] - ENCERRAMENTO

Tecnonov 2008 website

April 03, 2008

Interview to Hype! Magazine: "How much is a game worthy?"

Hype! level 7 cover
How much is a game worthy? In the end of 2007, Radiohead made a revolution in the music distribution business by sharing their last album "In Rainbows on the Internet for free. With the music price going down to zero, and movies cheaper and cheaper, what is the right price to pay for a video game? Specialists on authorship rights and intellectual property talk about a future where games might be... free.


This is how is presented "How much is a game worthy?" article on this month's issue of the Portuguese games magazine "Hype!" by its team, an article written by Jorge Vieira (Hype!'s Operations Director) and where Manuel Luis Rocha (Department Chief on Intellectual Property of the law firm PLMJ), Duarte Nuno Vicente (Director of the Portuguese division of Virgin Play) and myself are interviewed.

Some quotes from the article:

first you have to define your goals: if the goal is to monetise your works, authors shouldn't think that they have to "avoid the free distribution of their works" in order to achieve it. In the music world, for decades artists are sharing their works for free in order to get known enough to get a deal with a record label, or in order to find out where to give concerts.


When talking about the digital world, where the perceived value of a non-physical work is tends to nothing, going free works as a first step in managing to grab user's attention


[obligatory blanket licenses would be] better than what we have now, but far from perfect. What must be done is a reflection on the concept of copyright, why was it created, and if it still makes sense


It is typical to listen someone talking about "how kids nowadays ignore copyright", but isn't it time to think if - for younger people - copyright doesn't make sense anymore? And, if it doesn't for them, does it make sense in the world?"



The trick is obvious: go viral. Make your own game, make demos and put videos on YouTube, publicise it, put them on people's mouths. Give it. Create a community around it, make your users feel as being an important part of your game. Listen your community. Create the game's blog, reply to comments, read the critics, accept suggestions. Get involved with your community, and it will grow.


If you like this article, you might be interested in attending my presentation about "Virtual Worlds: Pass, Present and Future" I'm going to do this Saturday at Tecnonov 2008, an event about Technology and Innovation in Coimbra, Portugal.

March 07, 2008

Metaplace Stress Test

Want a sneak preview of one space-shooter games made with Metaplace? This one is entitled Uberspace, and you can see it in another stress test of the Metaplace platform to test scalability, bandwidth, and instancing within a multiplayer space.

Stop by their website at http://www.metaplace.com on Saturday, March 8 at 12:00pm (noon) PST to challenge other players in a space shooting game and help them out!

February 01, 2008

Metaplace Developer Chat

Metaplace

For those wanting to know how did the Metaplace Developer Chat went, you might want to read this two links:

http://smallr.net/metaplace-chat gives you some nice screenshots and talks about the event itself.

http://smallr.net/metaplace-transcript has a chat transcript.

January 30, 2008

More news about Metaplace... tomorrow

Metaplace [1] is basicly a platform to easily create a Virtual World. The aim is to make it easy for anyone to create a simple Virtual World (like, for instance, create just a virtual room and put it in your MySpace profile), but also an extensible framework that lets you make real complex stuff. Theoreticly - at least - it is flexible enough to make exactly the kind of VW you want, putting the limits just in your imagination. An alpha is running for a while for a few selected people that had to sign an NDA - so we don't really know much about it. In less than a week, 10,000 people applied to that alpha (including me), but only a selected few had access to it. Now, some questions are arising, including:
  • When can we expect Metaplace to reach beta phase?
  • How soon do Areae expect that a new round of Alpha testers will be let in?
  • When will the NDA be lifted allowing the alpha testers to tell us all the good things they know?

These, and more, are going to be answered in a "Developer Chat" tomorrow at 5:00pm PST (9:00am GMT), in... a Metaplace :-) I'll try to be there [2], and you?

[1] - http://mindboosternoori.blogspot.com/search/label/Metaplace
[2] - http://www.metaplace.com/

January 28, 2008

Virtual Worlds: Pass, Present and Future

So, last saturday I talked in a conference about "Virtual Worlds: Pass, Present and Future", and, as promissed, I've now published the presentation online (in Portuguese): http://noori.abismo.org/VW.pdf. Soon enough the organization will publish a video from each presentation, and I'll let you know as soon as it is available.

Curiously, while travelling on train, returning to Lisbon, I decided to read some of those papers we usually download to read later but never find the time to do so. The choice couldn't be better: www.mud.co.uk/richard/makplac.pdf is a Richard Bartle paper called "Making Places", which argues that building Virtual Worlds is like making places, and justifies it historicly, from text-based virtual worlds to 3D worlds of nowadays (somewhat like I intended to do, but he's good doing it ;-)). The only thing that I don't agree with him is exactly in the conclusion: while I totally agree with him that the conceptual differences between text-based virtual worlds and 3D VW's is the existence of sprites and instances (that appeared to solve some representation issues, well described in his paper), Bartle thinks that this new concepts (sprites and instances) should be explored in which ways can they be explored. My oppinion is different: we should focus in researching ways to avoid the need of stuff like instance'ing. Would you imagine Second Life with instances? Surely not, because it wouldn't feel right. There's something there to fix, not to exploit.

January 26, 2008

Social 3D Worlds

I'm now attending to "Social 3D Worlds" conference, where I'll see two workshops about Second Life, then do a presentation about "Virtual Worlds: pass, present and future", and finally see Paula's presentation about Education in Virtual Worlds. I hope it will be nice, but considering what I've seen for now, it will be.

For those not here, the organization told me they'll try to capture the presentations and workshops as video and then put them at their website: http://student.dei.uc.pt/~pgms/sites/social3dworlds/.

BTW, Alcides, your cellphone has bluetooth enabled and open O:-)

January 22, 2008

"Social 3D Worlds" conference in Portugal

This post is just to let you know that there's a new event happening in Portugal, this time about Virtual Worlds. "Social 3D Worlds" is happening for the first time in Coimbra, Portugal already this next Saturday (26th of January), and I'll be there, speaking about "Virtual Worlds: Pass, Present and Future".

Check more about this event at http://social3dworlds.dei.uc.pt/. See you there!

December 19, 2007

HOWTO: Install OpenSim in Debian

For future reference:

  • go to http://dist.opensimulator.org/ and get the latest .tgz
  • aptitude install:

    • mono

    • libmono-corlib2.0-cil

    • libmono-sqlite2.0-cil

    • libmono-system-web2.0-cil

    • libmono-microsoft8.0-cil

    • libmono-system-runtime2.0-cil


  • unpack the .tgz, cd opensim and nant



Now you're ready to go :-)

(More extensive info at http://opensimulator.org/wiki/Main_Page)

November 27, 2007

Update

I know, I know... I've been quite lazy lately regarding this blog, and have been posting mere links instead of proper blog posts. Sorry, but that isn't going to change soon. On the other hand, I'll try to explore a bit more the story behind each of those links.

One of thinks that I tell a lot regarding iPod's and the iPhone is that, while I understand that some people don't see any problem at all with having a device that will only work in a certain setup and under certain circumstances, I don't see myself getting a music player or a cellphone that would force me to use a certain program, Operating System or stuff like that. I mean, if it was a technological issue... but it isn't! Any music player can be designed to work just like any other USB device, be USB mountable and work as an USB disk and at the same time play its files. That will make it work in any operating system, in any piece of software. Now, iPod's or iPhones... Fred Emmott wrote an HOWTO [1] on how to make your iPod Touch or iPhone (and, I guess, later iStuff) work with Amarok. While I think it is awsome that he had the work of writting it, the biggest value of this HOWTO is just to prove my point: why the hell should a buyer have to do all that mess to make the piece of hardware they bought work?

Last100 also talks about the iPhone, but regarding the mobile web [2]. It doesn't bring as nothing really new, but it's quite a good overview of what's the state of "mobile web", a term that I don't really like: we're not really talking about something called "mobile web", only about "the web" as viewed in mobile devices... My question regarding these matters is: the biggest problem with the adoption of mobile devices as web clients is the services or the devices? In other words: if you don't use your mobile devices as web terminals, is it because your service isn't as good as you wanted to (bandwith, price, ...) or is it because your device isn't really fit for the job? (keyboard and screen limitations, usability, ...)

While we're walking towards a more digital future, the record industry simply does not get it. One great example of that was given yesterday, when Doug Morris, Universal Music CEO, admited he knows nothing about the music industry of nowadays [3]. The article is called "Universal Music CEO Doug Morris Speaks, Recording Industry in Even Deeper Shit Than We Thought", and the title says it all.

In the same veign of digital weirdness, we still have the ODF x OOXML war. An e-book is being written about the whole issue, so you might be interested in reading it [4].

Finaly, the new trend in social networks: Facebook. If you're a regular reader of this blog you already know by now that I don't like it nor its privacy policies so I decided to suspend my account. Also, you'll notice that there's a lot of fuss lately regarding facebook's privacy issues. TechCrunch tells us that the privacy issues will continue [5], but in Mashable we have an article about what's happening to Facebook business-wise [6]. But the most important thing about this, in my oppinion, came from Cory Doctorow, that tells us not only why is FaceBook going to die but also all the other (generic?) social networks [7]. It's a social issue, really: as Pedro Custodio said in his presentation at the Web 2.0 Expo Berlin, we're kind of afraid of refusing "friend invites" from people we don't really consider friends... Of course that this is something easily fixed, but they must think about the issue first, and I don't see them doing such.

Oh, today is the release date for the new book Exodus to the Virtual World: How Online Fun Is Changing Reality" [8], which I'm probably going to buy as soon as a paperback edition comes out. The author says this about the book [9]:

I try to project the medium-term impact of virtual worlds on daily life in the real world, especially in regards to politics and policy. To make projections, I rely on the history of human migration: knowing in general what happens when people migrate, we can forecast what?s going to happen as people migrate to virtual worlds. To explain why many will migrate, I propose a psycho-physiological theory of fun. Then I argue that the people who design virtual worlds are actually doing public policy. As such, their innovations will bleed over into real-world policy-making. You get some odd outcomes when you suggest that real world governments will try to please citizens raised in virtual world policy environments: things like zero economic growth, huge estate taxes, and full-employment economies, all at once. Bottom line: big political change is coming.



[1] - http://www.fredemmott.co.uk/blog_121
[2] - http://smallr.net/mobile-web
[3] - http://smallr.net/DougMorris112007
[4] - http://smallr.net/war-of-the-words
[5] - http://smallr.net/facebook-privacy
[6] - http://smallr.net/facebook-business
[7] - http://smallr.net/facebook-death
[8] - http://smallr.net/exodus-virtual-world
[9] - http://smallr.net/about-exodus-vw

November 22, 2007

Links for today

Another round of links...

http://www.worldsinmotion.biz/2007/09/agdc_biowares_gordon_walton_gi.php
Lessons we can take from the WoW success

http://mashable.com/2007/11/21/holiday-facebook-functionality-updates/
More facebook privacy issues

http://www.readwriteweb.com/archives/facebook_moveon_beacon_privacy.php
More facebook privacy issues, part II

http://lmms.sourceforge.net/home.php
Yet another open source tool to produce music. It looks cool, and I installed it, so I expect to give it a try this weekend or so...

http://www.techcrunch.com/2007/11/21/chris-collins-from-linden-lab-stability-is-the-key/
Interview to Linden Labs about the future of Second Life. Hot points: they aim to open up everything; they'll introduce more registration requirements; they're working on the best way of implementing verification that is inclusive of all legitimate signups no matter where users live (forget anonymity :-( )

http://secondliferesearch.blogspot.com/2007/11/second-lifes-virtual-potential-is-real.html
The second life potencial is real... Now let's see people using it, shall we?

http://abcnews.go.com/Technology/wireStory?id=3898293
Making Second Life more like real life

November 20, 2007

Kids and Virtual Worlds

"If you're a parent, I would be much less concerned about things like online predators or violence, then I would be about the conflation between consumption and consumerism and citizenship (in virtual worlds)."

--Doug Thomas, Annenberg School of Communication


Read the full article at http://tinyurl.com/28u2hu

November 05, 2007

My take on "User Acceptance of Virtual Worlds"

This isn't from Web 2.0 Expo Berlin, I wrote this offline...

In last June M. Fetscherin and C. Lattemann did an article called "User Acceptance of Virtual Worlds - An Explorative Study about Second Life". This is my thoughts about that article.

The first graphic represented in the report tells us, among other things, that the Web 3D started in 2005. While that's highly arguable, the graphic looked so unbelievable that I decided to fire up The GIMP and extend some lines. Conclusions taken: according to it in 2006 "web 1.0 sites" had as many users as "web 2.0 sites", and in the beginning of 2008 the "Web 3D" had 50% as much users as Web 1.0. I call this kind of beautiful graphics "bullshit".

They also state that in Virtual Worlds "there are no levels, no scores and there is no ``game over''". Not only Virtual Worlds can be games, but in fact in some Virtual Worlds have levels, scores and even "game over". While you get no "game over" in WoW, for instance, you have levels and scores. The authors here want to talk about "social virtual worlds" (a term which definition is being highly debated lately), not Virtual Worlds in general... Also, it seems that the authors don't understand in full extent the concept of Avatar: they state that "the behaviours of the users is very similar to real world behaviour", which is quite untrue: users have avatars, and most avatars behave differently than IRL: there are even study fields for those that try to emulate in a Virtual World their real life (sometimes seen in Virtual Worlds like Second Life) since they are few...

Also, sentences like "We also asked respondents if they use other social networks than Second Life" or "Second Life is a social network and hence it enables also to search and meet people and places" or even "the emergence of social networks such as Skype" tell me that the authors don't really know much about what they're talking about: for starts a Virtual World is not a social network, and I wander if they know what that is... But still, they got some numbers I found pretty interesting: like the fact that 39% of the interviewed Second Life residents used LinkedIn. If having almost the same number of FaceBook'ers (39%) and MySpace'rs (40%) tells us that people interested in Second Life are also interested in new trends (FaceBook popularity is recent), their use of LinkedIn might give you a glimpse of the profile of who's going there... I would risk to say that stuff like in-world advertising (if not in context) might fail to a lot of SL residents.

About user acceptance? Well, it's hard not to see that Virtual Worlds are here to stay. With the growth of Internet Virtual Worlds are growing too. As some other studies say, there are really not many mainstream social virtual worlds, and they success, while good for their aim, is far for enough to start talking about a Web 3D. But we saw in the last couple of years a boom in Virtual Worlds for kids, and those kids in a couple of years are eligible to be users of Virtual Worlds for grown-ups. The future of Virtual Worlds is smiling, and users are slowly accepting them. The urge here is to make them better quick enough so that when the general population is ready to massively adopt virtual worlds, virtual worlds are ready to, at least, not disappoint them.

October 11, 2007

OpenAvatarID


When I heard about Raph Koster [1] creating Areae I got excited. When I heard him talking about it I got more excited. Then, when I heard him talking about his more deep insights about the future of Virtual Worlds I got... scaried. No way a guy with such a vision would make such, in my point of view, mistakes. But he did: in the middle of awsome texts he would drop here and there something I wasn't liking. So, when I knew that Areae was announcing its product, I was extremely curious and yet afraid that it would come something I would not like. He announced Metaplace, and I got the feeling that, after all, he was doing well - heck - I badly want to try it. It was exactly I was looking for! Since it is in a closed beta stage, I can only but read everything I find about Metaplace, but today I got... disappointed. I'm not going to dig into that issue this time, since this isn't a post about Metaplace (I'll leave that to a later time), but some things he said that was just shocking to me. For instance, Metaverse's default client (the one they provide) communicates using telnet [2]. Hello? Communicating credentials and conversations via telnet from a Flash app (client side, you know?) to your servers? Have you never heard about encryption? Anyway, in the same day I posted about "one avatar to rule them all" [2], where I talked about companies like Linden Lab and IBM that believe that virtual worlds should be capable of accepting visits from other worlds' avatars, if they owners want, I read this interview to Raph Koster where he says that, among other companies, folks at Areae think that virtual worlds shouldn't be capable of accepting visits from other worlds' avatars.

Since there are so many arguments from one side and another, I just want to have a clue (tho' the data retrieved will not have revelance...) of how many people think one way or another...

So there's a poll: do you think that virtual worlds should be capable of accepting visits from other worlds' avatars if they choose so?


Please vote by following this link: http://www.polldaddy.com/p.asp?p=118953.


[1] - http://www.raphkoster.com

[2] - http://en.wikipedia.org/wiki/Telnet

[3] - http://mindboosternoori.blogspot.com/2007/10/one-avatar-to-rule-them-all.html

One Avatar to rule them all

Once upon a time I was thinking in replacing both Mamnuts' and Pytalker's auth scheme with OpenID (and subsequently, change the auth scheme in Selva and maybe in Portugal Virtual). One of the reasons I didn't do it was that I thought that something way bigger was going to happen soon: and all was sort of confirmed when HiPiHi aimed to establish standards for 3D Virtual Worlds, about what they said they're going to talk about in the Virtual Worlds Conference and Expo.

Yesterday news came of yet another announcement to be made, in paralel, in the Virtual Worlds Conference and Expo: IBM and Linden Lab joined together [1] to help defining a “a truly interoperable 3D Internet” by the means of creating a way for avatars to migrate from one world to another.

The thing is, lot's of news sources talked about one effort and then other, but when you take all the hype and buzzwords out of what's being said you just see one thing: both of them want to make one sort of "OpenID for Avatars" (which must have more info than just an username and a password, we're not talking here of using the same credencials to access your avatar in any VW, but using the same avatar in every VW), and maybe something else.

In conclusion, this is, allways, good news. Even if it's only a "OpenVirtualID", it is great. But let's first wait until the real news come out from those lucky attending to the Expo, and then we'll talk particularities... I'm quite afraid of having already two groups not working together while both aiming the same thing... Caos might arise.

[1] - http://tinyurl.com/2mdp2y

September 17, 2007

Areae is Metaplace, tomorrow

For those like me that are expectantly waiting for Areae's [1] release, tomorrow might be the day: Metaplace is going to be announced tomorrow [2], and soon we'll be able to know more about the virtual world Raph Koster is talking about for so long...

[1] - http://www.areae.net
[2] - http://www.metaplace.com

September 03, 2007

SLTalker is out now!

One thing I've decided to this weekend was that I wouldn't have "dead times", so everytime when the presentations were not that interesting, or if I thought I could listen to it and do something at the same time I was with my laptop managing some stuff or coding on SLTalker, my project that aimed to create a talker interface for Second Life. When I realized that there were so many talks to be done that there would be no time to do the Hack Hour activity I was hoping to see there, and since, unfortunately, the rooms where presentations were given were really hot, I also skipped some presentations, giving me the time to finish SLTalker's "first release", meaning that nowadays you can actually connect into SLTalker.

So, that's it - enjoy, and remember you can allways chat with me there (.tell Noori Foss hi there!), and please report any bug that you find.

Next step, besides fixing SLTalker bugs, is trying to close these bugs on Debian, which will greatly help me to enhance SLTalker.

Oh, and please go easy on the server, SLTalker uses lots of resources and the server where I'm running this is quite slow for the job... Of course you can allways offer me a better place to host SLTalker, but I would need to have root access to it and it must be a Debian box, so I don't really think that there's someone willing to provide me a better host than this one :-)

August 30, 2007

Virtal Worlds usage stats

Yesterday on Terra Nova there was a discussion about what was the average "play time" per week in a virtual world, namedly on Second Life. Some measurement issues were discussed, but I still think that there is preety good information you can take from a Virtual World if you do the measures server-side. Thus, and more as an exercise than anything else, I decided to do some stats about the Portuguese Virtual World Jungle. Since this was only an exercice, and because nothing of this is automated, I did the stats using only the information of 11.7% of this Virtual World users, but it would preety trivial to use 100% of the data. On the other hand, the raw data isn't that much important than what do you do with it, so...

First, I did what I called "full stats", that, although more accurate, is revelant in less cases. Full stats means that I used the data from every user that entered in the system, including those who never spent one full minute on it, or those that came only once and did nothing before leaving. Everything's here, and the result is that users are here for an average of 3 hours and 15 minutes per week. BTW, this is the only kind of stats you can also take from Linden Labs data, getting as result an average of 4 hours and 11 minutes per month.

Then, I inserted some intelligence on the stats, and decided that those records that the system doesn't even consider as "users" wouldn't count. The result is that real users are here for an average of 6 hours and 24 minutes per week.

I wasn't happy, and decided that you should ignore those users that came a few times and never came back: after all they're probably not users at all, and are messing with the stats. I discarded all those users that stayed on the system less than a total than 24 hours. The result is that returning users are here for an average of 9 hours and 9 minutes per week.

This data still seems way lower than it feels when I'm there, so I think I might do this exercice another time, counting only with adult animals (users that spent at least 8 hours in world), and with all of them.

Now, this is real data. Polls? Mailing Lists? Nah... The problem is that you can't really trust Linden Labs figures, can you? You know they'll allways want to make them look nice...

August 22, 2007

Lately, on Second Life

Second Life is so hyped that it's no surprise to know that everyday someone is writting about it. But lately some nice writting appeared about it, so here's a small round of links for those interested in the matter. Freelance Samurai started playing with Second Life only recently, and three days after his first experience he was addicted. In his article he explains what is that he finds interesting in Second Life, in a "games perspective", considereing Second Life (or, I assume, these kinds of virtual worlds) a next-gen gaming experience. The article is not only interesting, but raised some nice comments, including one that reminded me that I need to write more about "centralized vs. de-centralized virtual worlds":
That's what's so cool about the 'net, and maybe before that BBSs - because it's here, and it makes sense TODAY. SL does not - it's controlled by a single company (if the 'net was like that, we'd have thousands of little 'internets' and would be stuck with paying tolls between them). It's not open, so security fears are a must. It?s too plastic! 'Cool, I'm doing the Travolta with my awesome textured suit and'*CRAP* my mouse's batteries are dead. shit, did I buy new ones?

While I don't think that this is the sollution, seems that the virtual worlds industry is starting talking more about intercommunications between virtual worlds, which will help solving these issues. OK, it's nothing like the web, but it might end being a usefull enough communication system between VW's as Fidonet was to BBS's: HiPiHi is aiming to establish "3D virtual world standards", which, I hope, can be combined to the old news from Linden Labs wanting to open their grid... While some people are starting to understand the potential in Virtual Worlds, and using Second Life in the propper way to achieve that, like helping deaf people or doing simple interfaces that can be used, for instance, by blind people, others just don't understand the concept behind virtual worlds, even if there are companies aiming to help you create a virtual shop, since the real issue here is that, as Paula said,
If you want to sell your product in SL, the best way to do it is to create a community around your product. Because SL is about communities, not about buildings.
Of course that others might be successful: for instance Thinkgeek has a virtual store in SL, and while I stopped buying from them IRL (issues with customs), I might end spending some linden dollars with virtual clothing from their store. Let me give you more examples: new forms of education are appearing there, aiming for a nieche market, but aiming directly for avatars, and succeeding. On the other hand, WWF didn't know how to play their game, while others succeded in getting environment consiousness in VW's.

Finaly Branding in Second Life matters, and don't forget to check out Second Life Insider if you want regular news about Second Life.