Bernhard Drax/Draxtor Despres: Musician, Machinima Journalist

Bernhard Drax writes music for TV, commercials and feature film. His orchestral score for the  Disney  comedy "Sommer" gained critical acclaim in Germany as the film remained among the top ten for four consecutive months in 2008.
In the virtual world “Second Life” Bernhard regularly files machinima reportages on social and political issues.  His story on virtual Guantanamo won the 2008 Human Rights Media Awards from internews in France. His series on "Public Good in Virtual Worlds", co-produced with the Network Culture Project at USC has been used in many classrooms  to illustrate the possibilities of immersive 3D platforms.
Bernhard  has also delivered promotional machinima for international clients such as Goethe Institute, CommerzBank, the MacArthur Foundation, MIT, PBS and Santa Clara University's "California Legacy" project.
As news director at NPR member station KAZU in Pacific Grove, California -  from 2002 to 2004 and as consultant from 2004 to 2006 -  Bernhard was instrumental in transforming the local news operation by producing high quality local content as well as training reporters and technical staff. A champion of non-commercial radio news and culture, Bernhard still develops formats for public radio and TV, in the US and abroad.
Bernhard studied composition and music education at the Richard-Strauss Conservatory in Munich, Germany and audio engineering at the University of California at Los Angeles. He is currently in post-production for the upcoming virtual worlds documentary "Login2Life" from Eidolon Enterainment, Austria.
Sponsored by the US Department of State, Bernhard also finished up a video series showcasing the use of virtual worlds in public diplomacy, focusing on the 6-month collaboration between architecture students from Cairo and USC in Los Angeles.

Bernhard lives on the Central Coast of California with his wife and  son.
More info about BD at http://www.draxtor.com
A playlist with machinima focusing on educational use of virtual worlds is here http://www.youtube.com/view_play_list?p=C505E316DB51834A

Toni Alatalo : CTO Playsign

Toni Alatalo is the CTO of a small games company, Playsign, and the current lead architect of the open source realXtend platform.

Before realXtend, he worked at the Blender Foundation's first open movie project, Elepants Dream, as the technical director. The studio was located at the Netherlands media institute (Montevideo) where also Metameets is, so he is very much looking forward to visiting there again!

His work, both earlier in Blender and now realXtend, has focused on scripting APIs (Python and Javascript), but also taking care of the development as a whole.  Playsign is planning to use reX as platform for arcade style multiplayer action games -- the base is now powerful and flexible enough so that games can be written in Javascript, automatically downloaded from the server to the client for e.g. custom GUI and controls. This is similar to how Javascript works with HTML pages, but here with networked multiuser 3d scenes.

Toni's earlier life in the '90s was centered around Internet services and web development, so he's very curious and keen to jump on all sorts of interactions of virtual worlds and the web. Although as an ex VJ and a performing dancer he's looking forward to the interplay with the physical spaces even more!

Nicolas Sordello and Raphaël Isdant

Nicolas Sordello
New media artist - Graphic Designer - builder/scripter in virtual worlds - Associate researcher EnsadLab

Nicolas Sordello, born in 1982, began studying Applied Arts at Toulouse and Antibes. In 2003, he specialized in graphic design and multimedia at "École Nationale Supérieure des Arts Decoratifs" in Paris. He continued his training in the research cycle ENSAD ENER (Digital Spaces, Real Extension).
Parallel to his studies, he participated as a multimedia artist with several exhibitions, conferences and residency programs. Recently he has collaborated with "le CENTQUATRE" and "la Cité des Sciences et de l’Industrie" in Paris, "PACT Zollverein" in Germany, the "Casino" in Luxembourg and "CUMA" in Turkey .
It uses the web and virtual worlds as a medium of creation to question the progress and its applications daily with derision. At the border of material and immaterial worlds, Nicolas Sordello develops digital facilities in a multidisciplinary approach, committed and fun.

Raphaël Isdant
Artist, teacher and researcher in the field of new media.
Coming from an academic background in art, he extended his technical knowledge through involvement in various projects combining design and innovation within the research program of EnsadLab until 2010. He creates tools for artists helping the manipulation of images and sounds related to the dynamics of space. He frequently collaborates with the contemporary art duo
Active Creative Design in the creation of interactive scenography for museums. Raphaël is also involved in a course focused on interactive installations and environments to the digital wing of Fine Arts in Paris and provides technical assistance to artists in their projects.
Website: http://raphael.isdant.free.fr/

Ian Hughes : Feeding Edge

Director and founder of Feeding Edge Ltd in 2009, previously Ian was a Certified Consulting I/T Specialist with 18 years technical experience in IBM Services, and Hursley Lab and and the CIO office.
As a Metaverse Evangelist he led the way for IBM in the new technology and social revolution caused by Second Life and similar technologies.
There has been massive growth in IBM's presence in the metaverse, and as part of the CIO innovate quick team he is leading the charge.
Currently a TV presenter  on emerging technologies on the UK CITV series Cool Stuff Collective, by Archie Productions.Bringing interesting, emerging but attainable technology to 7-12 year olds.
Website: http://www.feedingedge.co.uk

Noah Falstein: The Inspiracy

Noah Falstein began his career in game development in 1980.  Since then he has worked in a wide variety of roles, including programmer, writer, project leader, producer, creative director, executive producer, and most frequently, designer.  Falstein was among the first ten employees at Lucasfilm Games (now LucasArts Entertainment), The 3DO Company, and Dreamworks Interactive.  He was project leader for the classic arcade game Sinistar, the PC titles PHM Pegasus and Indiana Jones and the Last Crusade, and co-designer of Indiana Jones and the Fate of Atlantis. Recent projects have included creative contributions to the games Empire at War and Alan Wake, as well as many serious game projects.  In his latest venture he has become a co-founder of a start-up company so new it has no real name, where he is helping create software to enable speedy massively-multiplayer game capabilities across both mobile and web based platforms.  His partners in this venture created Habitat, the very first graphic-based virtual world.

Web sites:  http://theinspiracy.weebly.com/  and http://www.fudcorp.com/

Fred van Rijswijk: Owner, C2K internet solutions, internet and layar concepts

Fred has more then 14 years experience in the internet world, the last two years he’s switch his company from internet solutions to a full service augmented reality agency. Since the start from Layar, the first augmented reality browser for your mobile phone, C2K is developing high end layar solutions.

website: http://www.c2k.nl/blog

Ian Gee: Director of Organisation Development, Nokia

Ian Gee has worked in Organisation Development (OD) for the past 27 years.  He started his career working for UK public services before moving to the 'Office for Public Management', where the focus of his work, both in the UK and overseas, was  to support public sector and not-for-profit organisations in achieving and maximising the social results of their work.

In 1996, he joined Shell Internationals global OD team.  Whilst with Shell he led a number of global change projects with a focus on systemic change as well as organisation effectiveness.  In 2006 Ian moved to Nokia Corp. Ian is known for the innovation, creativity and humour he brings to his work supported by a deep commitment to implementation, with the focus on the achievement of outcomes.

Through his work with Matthew Hanwell, a world class thinker and practitioner on Workplace Communities and Web 2.0 and Tim Gorree, world renowned for his thinking and practice in relation to Virtual Worlds and Social Media, Ian has extended and developed his thinking and practice about the nature of change.  In particular, the need for a new relationship between the ’High Touch’ and ‘High Tech’ aspects of change and how Social Media, Web2.0 and Virtual Worlds now need to be part of the new mix that makes the difference between success and failure for organisation and individual change.

Website: http://uk.linkedin.com/pub/ian-gee/3/27a/978

Tim Gorree: IT Solution Architect: Nokia

Tim Gorree (aka Digistar Brouwer) who has been with Nokia since 1999 in various professional positions. Previously a Communications Officer for Nokia Online Services, he brought Nokia into Second Life during the second half of 2006. Tim is the chief evangelist for Virtual Worlds enterprise usage within Nokia.
Tim is currently analyzing the opportunities and implications of Nokia’s partnership with Microsoft and is deeply impressed with the work that Microsoft has done with the Kinect and how it can be used to create gestures and animation.
The role of virtual worlds on mobile phones is yet to be explored and many are getting excited about the emerging opportunities in this area.

Website: http://fi.linkedin.com/in/timgorree

Jolanda Verleg: Founder of Insperion


Insperion is specialized in visualizing ideas and making them concrete. Ideas can run from developing company policy to new forms of didactics for educational purposes. Words are a given tool to get your ideas more clear, but often people only have images in their minds and are unable to put words to those wonderful ideas.

Insperion helps to get your dreams out of the clouds onto the drawing board.

One of Insperions strenghts is not just finding the core to your ideas, but also making them into a 3D visualization. For Several schools and universities Insperion already created didactic platforms. A forensic science role-play environment, an innovation platform, a cultural and language game…

3D serious games not only require good visuals and infrastructure inside the game, also the didactics are an issue. New places of learning require new didactics. How to operate inside a 3D virtual game is very different from being in a traditional classroom. Insperion has both qualities. As a developer of new didactics and with a background of graphic design she is able to connect learning and game elements.

Website: Insperion

Ilan Tochner: Co - Founder and CEO Kitely "Virtual Worlds on Demand"

Ilan Tochner is an entrepreneur with experience in identifying unmet market needs and developing commercialized solutions that address them. He has years of entrepreneurial experience and a profound technical knowledge in software development and management. Ilan formerly held key positions in several funded and unfunded startups, including CEO at IDChoice and Director of Infrastructure Development at OmniSky. Ilan holds an MBA from Tel Aviv University and a B.Sc. in Computer Science from the Hebrew University of Jerusalem.

Ilan is currently focused on Kitely, a startup that he and his partner, Oren Hurvitz, created in 2008 with the vision of enabling people to use virtual worlds on demand.

Kitely already enables you to get your own virtual worlds for training, education, collaboration or fun. Log in with Facebook to create your free account and start using your own virtual world within minutes. However, Kitely's existing service provides just a small part of what Kitely has in store. Ilan will be describing this vision and how we can help make it a reality.

Website: Kitely - Virtual Worlds on Demand

Ineke Verheul: CEO Game On

Originally Ineke Verheul is a researcher, but a large part of her working life she has dealt with education as a consultant. In recent years her focus shifted from testing and procurement to the use of games in education.

Herself as a gamer, she was always intrigued by the enormous amount of time and energy in and around gamers willing to invest in a game.

In 2009 Ineke Verheul conducted research into the effectiveness of a commercial game: Oblivion. The results of this study were remarkable, in view of the role of motivation in gaming.

Since early 2010, her company Game On gives her the upperunity for chance to only deal with what her heart and her expertise are: games and virtual worlds in education.

Website: Game ON

Melanie Thielker: Founder of Avination

Melanie Thielker is the founder of Avination. As an OpenSim Core Developer, Melanie
has been one of the most active contributors to virtual world software in general,
and OpenSim in particular. A longterm SecondLife™ resident, she has gained much experience in using virtual worlds.

Melanie has been involved in a number of virtual world projects and has created her own "spin" of the OpenSim software. Up to twelve developers have worked two years on creating the software which now powers Avination.

Melanie is a virtual world roleplay enthusiast and runs a successful roleplay community in SecondLife™, using the CCS combat system. As licensee of the System, she has now brought CCS and it's rich array of races and classes to Avination.

Currently, Melanie holds the position of Director in Avination Virtual Limited, the UK based company which operates Avination.
Melanie is known as "Melanie Milland" in both Avination and SecondLife™.

website: www.avination.com

Chantal Gerards: Ma Machinima

Chantal Harvey is the recognised Mother of Machinima in virtual worlds. 

A powerhouse of the community, her embracing love for all filmers has brought together and enabled the art of machinima to grow into the most important media to take the vision, potential and business use cases for virtual worlds to the real life world at large. 

Chantal is the machinima producer for the world famous 48hour Film Project, a member of the Linden Endowment for the Arts, and the founder  of the MMIF festival.

Her tireless work brings filmers from every virtual world and unites them to push forward this art. She is also the curator at large at the upcoming MoM - Month of Machinima for Linden Lab.

Her work includes pieces for the famed rl and vw artist Stelarc, corporate films for Languagelab - one of the most successful real life companies to use vw's as a platform for business. Chantal has exhibited her many pieces of machinima at many festivals around the world, including the Shanghai World Expo and the Atopic festival in France.

website: http://mamachinima.eu http://MMIF.org

Lee Quick: CEO / Developer Kirstens Viewer

Kirstens Viewer

One of the longest established TPV's (Third Party Clients) for Secondlife.

Kirstens Viewer has a long history of presenting all the latest developments in viewer technology.
It is highly regarded as being the most technically advanced viewer, and due to its significant custom rendering
and graphical feature set, is an evergreen favorite with virtual artists,film makers and photographers.

Constantly updated and designed for outstanding render performance, with a small but determined development team.

The Rolls Royce of secondlife client

website: Kirstens Viewer

Mathijs Hamers and Lars Dijkema from Elde College

Our names are Mathijs Hamers and Lars Dijkema. We are both students of the bilingual department on the Elde College in Schijndel. During our classes of computer science, we had a project called ‘Green IT’; we had to come up with something ‘green’. We soon became enthusiastic and build a green school in ‘FrancoGrid’. In this 3D environment, we tried to present all our ideas to make our school better for the environment. Keys in this project were collaboration and modern education, in which both of us are interested. Especially cloud computing, ‘Bring Your Own Device’ and using social media for our projects. Eventually, our project caught the attention of our principal and we arranged a lunch with him, and made sure that sustainability became part of the school-board's agenda.

During our presentation, we will explain the steps of our project and we hope that all of you join our workshop to expand all of our ideas by means of co creation. We hope to see you at MetaMeets!

Toxic Menges/Heidi Foster: Community Manager

Toxic Menges/Heidi Foster is a community manager with over 13 years experience in the industry. Her exerience includes 7 years at AOL UK working as a community manager, and 2 years as the UK Community Manager for Habbo Hotel, a virtual world for Teens. As well as being involved in the drafting of guidelines safe Moderation Practice for the UK Government, she has also been involved in training various UK Police Forces in safeguarding kids and teens from sexual predators online.

When not working as a Community and Social Media consultant on a freelance basis, Toxic/Heidi uses the platform of Second Life to make Machinima - having had success at major exhibitions and festivals around the world, and has had the chance to work with names such as Saskia Bodekke and Peter Greenaway, to bring Machinima and the beauty of Second Life to millions in real life.

An experienced events coordinator in virtual worlds, Toxic/Heidi has worked on large scale community events as a core team member fo Second Life Birthdays and Burning Life.

Currently working as the CSR Manager for a major new breedable pet in Second Life, Meeroos, with a large customer base, Toxic is experienced at gauging, herding and making the vox pop a happy one.

Within the Sphere of Social Media Toxic's voice is strong and sure - her Twitter stream twitter.com/toxicmenges is full of observation and compelling statements about community and the state of virtual worlds. Passion and knowledge are a heady mix!

Justin Clark Casey : OSVW Consulting

Justin Clark-Casey is a core developer at OpenSimulator, the Second Life compatible open-source virtual environment platform.  He has been working in the industry for many years, formerly as lead developer at the Fashion Research Institute and then as an independent software consultant specializing in OpenSimulator.
In the latter role he has worked on many projects, including a collaboration between Intel and Sandia National Labs to develop a serious game about water resource usage.

His blog can be found here : http://justincc.org

Timo Mank: Archipel

Timo Mank is artist- curator at the Archipel  Medialab.  In 1999 he co-founded Art Hotel Dit Eiland in the village of Hollum on Ameland. The Medialab initiates Artist In Residences  focused on cross reality projects. Many artists from PARK 4DTV worked on Ameland creating content for web based virtual islands. Until recently Timo a.k.a. Haglet Alter was curating Playground Ameland Secondlife.

Early this year the Foundation Archipel Ameland shifted focus from yearly media art interventions to transmedia story telling for iPad.  The project is called TMSP TV and it connects twitter with guests at the TMSP studio in Diabolus Artspace Secondlife.  The  LiveLab uses the daily on goings in the World Herritage Waddensea and brings this material as live feed to virtual space where it’s playfully reevaluated, mixed and redistilled by guests and performers.

TMSP TV blog:  http://tmspnow.wordpress.com/

Karen Wheatley: Jewell Theatre in Second Life ®

The Jewell Theatre has been staging full-length original plays in Second Life since August 2007.
With a first degree in directing for performance and a Masters in script writing, Wheatley was determined to use the platform to combine both skills and bring theatrical performances to life.
Almost four years on, the theatrical troupe feel that they’ve learned a great deal about theups and down of virtual performance, from set design to sponsorship.As the troupe rehearse their fourteenth production, Wheatley examines how virtual performance is written for, directed and stage

Stephen M. Zapytowski: Professor of Design and Technology School of Theatre and Dance Kent State University

Professor Stephen Zapytowski works in the fields of theatre design and technology as well as the area of combined media. This field fuses emerging digital technologies with long standing theatrical traditions with the purpose of enhancing live performance.
In 2008 he produced and designed lighting for two plays from the Wakefield Mystery Cycle in Second Life.
He has worked on various projects ranging in location from New York to Asia including; e La Mama Annex in New York, the 1995 Papal Tour (USA), the Drama Theatre at the National Institute of The Arts in Taipei, and the Delta Center in Salt Lake City. Through the United States Institute for Theatre Technology Prof. Zapytowski pioneered graphic standards for the theatre industry and is an internationally recognized authority in that field.
As a theatre practitioner his work has won numerous awards, and is cited in a continually growing number of textbooks.
For the past four years he has worked on numerous projects for the Institute for Learning in Virtual Environments at Kent State.

In March of 2011 he was a featured speaker at the international Virtual Worlds Best Practices in Education conference.
April of the same year saw the premier of his avatar ghost for Kent State’s production of Hamlet. This ghost played “live” on stage with real life actors in a blend of virtual
and real worlds.

He will be presenting premier live video clips of the ghost from the augmented performance of "Hamlet".
Nokia Rockcliffe University Club Cooee Virtuality Feeding Edge Ltd Kirstens Viewer
Kent State University Mirror World Virtual Adventures
Francogrid.org
Kitely
tmsp tv
MB TV
Metaverse TV
meta.live.nu
Club Karlsson