Tuesday, 30 September 2008

AI 96: GeoSim moving from simulation to a Virtual World Platform with customer personalization and commerce being the priority


GeoSim’s move from military to commercial applications puts in into the every growing Virtual Platform market (Refer to AI 70). Its first focus is city models and is working on Virtual Philadelphia in partnership with the Center City District and the Convention and Visitors Bureau.
This first city will include commercial activities, featuring shops, stores, and museums.

"The city model is still a major investment," explained CEO Victor Shenkar. "We would feature it as an application platform that could at the same time support infrastructure planning, security, and training at the same time as business, search, and local real estate, and, last, but not least, games and social interaction."

The focus is to support tourism and with over 25 million people visiting Philadelphia each year this is regarded as low-hanging fruit.

"We believe the main leverage to bring users to this new medium is personalization, not user-generated content," said Shenkar. "We have no intention of providing our users with tools to build their houses or furniture or apartments. They will go to stores and be greeted by avatars who show purchasing and knowledge of their personal details and are helpful and nice and personable."

Some of that may happen automatically, with non-player characters greeting customers or showing off a potential property, but then GeoSim will provide avatars for salespeople to directly communicate to their users. It's an approach, Shenkar says, that many of the approached companies have been embracing.

AI 95: Revolution in Interactions for the Virtual World


The success of Virtual Worlds for business services will be dependent upon the strength of interactions. The reality today, is that most services virtual buildings are empty except for events. This is not conducive for visitors who want to interact.

Why is this happening?

The cost of staffing just one avatar is expensive for a 24*365 service.

Each Avatar costs US$300,000+ per annum to be powered by people for a 24*365 service involving simple knowledge. But a service with just one staffed avatar would not work. So even a small team of avatars is going to cost over a US$1m a year in staffing costs!

These costs are significantly higher when complex knowledge is needed. In this case, each Avatar can cost in excess of US$1,000,000 per annum when powered by people that are subject matter experts. If a team of avatars are needed, each representing different areas of connected expertise then over US$10m could be needed without consideration the availability and retention of subject matter experts.

The economics and indeed logistics for complex knowledge are a high entry price for a 24*365 service.

The cost of powering an avatar through ai agents instead of people ranges from US$ 0 to US$3,000+. These ai agents can be accessed also from mobile and other digital touch points.

These are profound shifts in the cost of interaction economics.

Interactions are fundamental to Real World (refer to McKinsey paper ‘The Next Revolution in Interactions’ or the Economist paper ‘The Future of Marketing: from Monologue to Dialogue’) and the Virtual World.

The Virtual World has four primary types of interactions to power Avatars:

1. humans (the norm today) - natural language or scripted language

2. artificial intelligence broad and shallow - natural language

3. artificial intelligence broad and deep - scripted language (my specialization)

4. artificial intelligence narrow and deep - specialized ai application

Interactions are supported by powerful socioeconomic formulae and apply to the Virtual World in the same way as for the Real World.

Virtual Worlds inevitably will be an ecosystem of avatars powered by humans and artificial intelligence.

AI 94 Microsoft sponsors OpenSim via the Manhattan Project


Microsoft is sponsoring the Microsoft Developer community to take the high ground for 3D web-sites (refer to AI 93). One group have formed around a grid called The Manhattan Project.

Microsoft has been contributing code and orchestrating links with its Microsoft’s Live services.

AI 93: Apache platform for = 2D Websites; OpenSim platform for 3D websites as it is supported by a growing number of grid providers


OpenSim is now the leading open-source Virtual World Platform (Refer to AI 92, 83, 73 and 70) and is in poll position for delivering 3D web-sites.

OpenSim is coded in Microsoft’s web-services language C# and is developed to operate under Mono (UNIX) or Microsoft .NET runtimes.

OpenSim was created with libsecondlife, an open source library derived from the source code to the Second Life's viewer. The code that operates SL's server grid remains closed source, however, so OpenSim is a fully open alternative.

As leading OpenSim developer Adam Frisby stated:

"We used the term 're-engineered'-- it was re-implemented from standards, but on the backend it's a very, very different beast. As best as we can tell (without seeing the source to the Linden Lab server), the structure internally is radically different partly due to our desire to keep things usable for non-SL style worlds."

OpenSim is the leading platform for 3D websites in a way that Apache is the leading platform for 3D websites.

Over two dozen on the OpenSim group's Grid List ( http://opensimulator.org/wiki/Grid_List) have emerged with many designed to serve specific groups and activities, such as for the Chinese market. Reactiongrid, an OpenSim area, is now running on SQL Server, Microsoft’s offering in the highly-competitive database market.

There are many veiwers for OpenSim including realXtend, The Hippo OpenSim viewer, - The Opensim Kid Browser and Xenki.

AI 92: Microsoft backs OpenSim to compete with Second Life for Web 4.0


Microsoft wants to extend Windows Live into OpenSim (Refer to AI 83, 73 and 70) to take a lead in Web 4.0 business services (refer to AI 1)


Zain Naboulsi, a “developer/evangelist” at Microsoft looking closely at OpenSim, said the company seeks to integrate at least three of its free services into the evolving open source package: coding tool C Sharp Express; SQL server express, Microsoft’s database platform to handle OpenSim’s inventory calls; and Windows Live ID, a identity-management tool.

Naboulsi insists he’s not out to sell software — all three of the technologies are free.

As OpenSim continues to gain traction, tying Microsoft technology into OpenSim’s code increases the pool of developers allied with Redmond. And if OpenSim takes off, a Windows Live ID-based avatar identity gives Microsoft a leg up against the identity management tools offered by Google, Yahoo, and OpenID.

In an interview with Reuters last week, Linden Lab VP Joe Miller said he expected OpenSim to grow rapidly in the future, but said Linden will target monetizable “value-added services.” A Microsoft move into avatar identity management would put Linden Lab in competition with Redmond.

Internet giant Google opened its own line of attack against Linden Lab with the introduction of its “Lively” virtual world last week.

“We want to come out with a shipping version of OpenSim that integrates Live services and SQL Server,” Naboulsi said.

Naboulsi, a four-year veteran of Second Life, said Microsoft’s first entrance into virtual worlds was random and uncoordinated. The company had set up a “Microsoft Island” for a one-off event before abandoning it, and was planning on ending its Second Life presence.

He tied his company back into the virtual worlds space by holding meetings of Microsoft developers in Second Life, and grew .NET user groups from 20 to almost 800 members. “We’ve been going like gangbusters on meetings here,” he said.

But where Naboulsi differs from Linden’s vision is that he’s emphatic 3D technology is not about having an alternate identity divorced from your real life self. Microsoft views virtual worlds as the natural evolution of online presence.

“I have zero interest in gaming,” Naboulsi said. “The future is a simplified 3D world on your desktop.”

AI 91: Microsoft ESP platform being used to build 3D simulation


As a platform technology, ESP provides a PC-based simulation engine, a comprehensive set of tools, applications programming interfaces, documentation to support code development, content integration and scenario-building capabilities, along with an extensive base of world content that can be tailored for custom solutions. Partners and developers can add structured experiences or missions, content such as terrain and scenery, scenarios, and hardware devices to augment existing solutions, or they can build and deploy new solutions that address the mission-critical requirements of their customers.

Microsoft ESP includes geographical, cultural, environmental and rich scenery data along with tools for placing objects, scenery and terrain customization, object activation, special effects, and environmental controls including adjustable weather. Realistic land, sea and air environments enable fully immersive experiences that can be used for flight training and rehearsal; preparedness and decision-making; and research and development modelling.

Sunday, 28 September 2008

AI 90: Google looking for big impact global wins by offering $10m reward



Search firm pledges to fund charitable projects suggested by Google users


Google unveiled a $10 million effort to implement ideas that can "change the world by helping as many people as possible."

As part of the Project 10^100 (pronounced Project 10 to the 100th), Google plans to ask its users to submit ideas until Oct. 20 for ways to improve people's lives. Google will choose what it feels are the 100 best ideas and then allow its users to vote on which of them should be funded.

The users will narrow the results to 20 finalists, and a panel of judges will choose up to five ideas that will receive funding, Google said.

"We've learned over the last 10 years at Google that great ideas can come from anywhere," the company said in a statement.

For example, "Google Chrome emerged when engineers realized they needed an entirely new browser to sufficiently engage with rich Web applications. Google News began when on 9/11, an engineer became frustrated that he couldn't aggregate news sources from around the world in one place."

Google noted that the ideas can be big or small, technology-driven or not. But they do have to have a potential positive impact on the world.

AI 89: Forrester believe Virtual Worlds are Moving Fast to Consumer Mainstream


The latest report from Forrester states:

“The two years since virtual worlds went "mainstream" have been a roller-coaster ride for all involved; for every success like World of Warcraft, there have been negative developments such as the media backlash against Second Life. Now, as a number of new worlds are appearing, the technology is improving, and interest levels are growing, virtual worlds are ready to enter their second phase. Forrester recommends that consumer product strategy professionals watch the space carefully — if they are not involved already — as we expect the next 12 months to be momentous for consumer virtual worlds. Much-heralded new worlds will arrive, marketers will return to the medium after initially being burned, and Web3D elements will start to creep into consumers' lives.”

Tuesday, 23 September 2008

AI 88: Everything is Changing Faster than Most People Understand, Even Motley Fool!


Just a reminder, the roadmap of the Web is 3.0 = Cloud Computing; 4.0 =Artificial Intelligence Complementing Humans; and 5.0 = Artificial Intelligence Supplanting Humans (Refer to AI 1).

Why is this important (yet again)? It’s because this roadmap is happening faster than most people realise and it will change the economics of everything.

Now it’s great to report some big monetary evidence.

The Motley Fool reported a stark warning to investors that Web 3.0 will undermine Microsoft big time (see extracts below) on the 20th September 2008.

Two days later Microsoft announce a $40bn buy back of its own shares as a defensive hedge as the Web 3.0 threat becomes more credible.

But for those grappling with what is going on need to also understand that Web 4.0 is already started in earnest as Virtual Worlds, which are its foundation is gaining rapid traction. These Virtual Worlds will threaten Google (and Microsoft) as they are Closed Systems that cannot be penetrated by Google’s public search engine. Do not be surprised that Google takes a defensive action and follows Microsoft by buying back its shares. It is this point that the Motley Fool missed as it thinks Web 3.0 is it! Smart investors are already funding Web 4.0 (refer to AI 46).

However, the Motley Fool’s advice is to invest now into Web 3.0 but be careful as Web 4.0 and Web 5.0 will become the differentiators.



Here is the extract from The Motley Fool by Kate Ward

The two words Bill Gates
doesn't want you to hear...


They spooked the Microsoft founder into early retirement. Now they're going to bring down his empire and make a handful of investors rich. You can join them -- but you must act now.

On October 30, 2005, something incredible happened...

In Redmond, Washington, one of the world's richest -- and most powerful -- businessmen sent an urgent memo to his top engineers and most-trusted managers.
It sounded the alarm that a very disruptive "wave" was about to wash over the entire world -- forever changing the way we get information and do business.
It also warned this would wipe out the $300 billion business empire he'd spent his life building.

Meanwhile, a few hundred miles south, on the banks of the Columbia River, a mysterious outfit known only as "Design, LLC" quietly constructed two massive, windowless warehouses.

This mammoth undertaking was code named "Project 2," and the International Herald Tribune described the towering monolithic structures as "looming like an information-age nuclear plant."

I realize this may sound like something out of a Tom Clancy novel, but I think you'll want to bear with me, because...

Merrill Lynch estimates this "wave" has grown into a $160 billion tsunami
And experts say it's going to upend a $1 trillion industry. Yet very few investors understand just how huge it's going to be.

I warn you, the smart money is on the move...

A handful of investors are already quietly positioning themselves to cash in on this incredible economic shift. Soon, tens of thousands will be rushing to join them.
One of the most lucrative investment opportunities we'll ever encounter

This story is so big that we have to step clear back to February 28, 1881 to put it into perspective.

On that chilly winter night, a 21-year-old British stenographer named Samuel Insull arrived in the port of New York aboard the City of Chester.
Thomas Edison's chief engineer had lured him to America to serve as Edison's private secretary.

11 years later, Insull oversaw the merger that created General Electric, and shortly thereafter was offered the presidency of the Chicago Edison Company.

Little did anyone know, the world of electricity was about to drastically change.
At the time, cities like Chicago had dozens of small, privately owned power stations transmitting direct current (DC) electricity to neighborhoods within a small radius.
With due respect to Edison, Insull knew that the model Edison had created was flawed.
So he set out to transform Edison's legacy into something far greater and more efficient than its creator had ever imagined.

In doing so, he forever changed the world

Insull realized if he could create a "utility" by building giant central power stations that would transmit alternating current (AC) electricity over great distances...

These power stations could be linked to form a giant grid that would serve homes, businesses, and industries in even the most remote locations.

Once electricity was readily available everywhere, more and more electric-powered devices would come to market -- creating more and more demand for the electricity that the utilities produced.

And here's the kicker...

Because these utilities could match supply with demand, realize superior economies of scale, and use their generating capacity much more efficiently, they could deliver electricity for a fraction of what it cost people to produce it on their own.
And Insull was right on the money!

By 1907, utilities produced 40% of the power in the U.S. In 1920, that number stood at 70%, and a decade later, it was over 90%.

What was once unimaginable had suddenly become reality.



Now, history is repeating itself



The next great technological revolution is already under way.

And now that the last pieces are falling into place, the floodgates are beginning to open -- meaning the big money is about to start rolling in...

Which is exactly why I'm writing you today.

You see, one of the most successful investors I've ever met is convinced that this technological shift will dump millions of dollars into the portfolios of investors just like you.

But in order to claim your fair share of the wealth, you have to know who the dominant players are -- and you have to get invested now.


The unimaginable is fast becoming a reality


You probably remember when computers took up entire rooms and were used only by companies that needed to do intense mathematical calculations.

That all changed when Intel unveiled the microprocessor and a geeky college dropout started writing software with his former high school pal.

Thanks to the virtual desktop they developed, the PC quickly replaced the mainframe as the center of corporate computing and began showing up in homes across America.
Before long, companies began building interoffice networks so that their employees could run programs like Microsoft Word and Excel on their PCs, and also access programs, files, and printers from a central server.

But, like Edison's, this model was far from perfect.

Due to a lack of standards in computing hardware and software, competing products were rarely compatible -- making PC networks far more inefficient than their mainframe predecessors.

In fact, most servers ended up being used as single-purpose machines that ran a single software application or database.

And every time a company needed to add a new application, it was forced to expand its data centers, replace or reprogram old systems, and hire IT technicians to keep everything running.

As a result, global IT spending jumped from under $100 billion a year in the early 1970s to over $1 trillion a year by the turn of the century.

Here's the dirty secret behind this mind-boggling growth -- and the two words that will put an end to the party


IT-consulting firm IDC reports that every dollar a company spends on a Microsoft product results in an additional $8 of IT expenses.


And one IT expert admits,

"Trillions of dollars that companies have invested into information technology have gone to waste."

Yet, companies have had no choice but to run these obscenely expensive and highly inefficient networks.

But that's all about to change...


And that's precisely why the two words "cloud computing" scare the hell out of Bill Gates.

You see, he realizes that thanks to the thousands of miles of fiber-optic cable laid during the late 1990s, the speed of computer networks has finally caught up to the speed of the computer processors.

As IT expert Nicholas Carr explains, "What the fiber-optic Internet does for computing is exactly what the alternating-current network did for electricity."
Suddenly computers that were once incompatible and isolated are now linked in a giant network, or "cloud."

As a result, computing is fast becoming a utility in much the same way that electricity did...

"The next sea change is upon us." -- Bill Gates

Think back a few years -- anytime you wanted to type a letter, create a spreadsheet, edit a photo, or play a game, you had to go to the store, buy the software, and install it on your computer.

But nowadays, if you want to look up restaurants on Google... find directions on MapQuest... watch a video on YouTube... or sell furniture on Craigslist... all you need is a computer with an Internet connection.

Although these activities require you to use your PC, none of the content you are accessing or the applications you are running are actually stored on your computer -- instead they're stored at a giant data-center somewhere in the "cloud."

And you don't give any of it a second thought... just like you don't think twice about where the electricity is coming from when you plug an appliance into the wall.
But cloud computing isn't going to be just a modern convenience -- it's going to be an enormous industry.

You see, everyone from individuals to multinational corporations can now simply tap into the "cloud" to get all the things they used to have to supply and maintain themselves. This will save some companies millions and make others billions.

"Is cloud computing the next big thing?"

That's the title of an article in PC Magazine.

The answer was an overwhelming yes. And PC Magazine isn't the only one taking note of this sweeping trend...

The Economist claims, "As computing moves online, the sources of power and money will increasingly be enormous 'computing clouds.'"

David Hamilton of the Financial Post says this technology "has the potential to shower billions in revenues on companies that embrace it."

And Nicholas Carr, former executive editor of the Harvard Business Review, has even written an entire book on the subject, entitled The Big Switch. In it, he asserts: "The PC age is giving way to a new era: the utility age."

He goes on to make this prediction: "Rendered obsolete, the traditional PC is replaced by a simple terminal -- a "thin client" that's little more than a monitor hooked up to the Internet."

While that may sound far-fetched, in the corporate market, sales of these "thin clients" have been growing at over 20 percent per year -- far outpacing that of PCs.
According to market-research firm IDC, the U.S. is now home to more than 7,000 data centers just like the one constructed on the banks of the Columbia River in 2005.
And the number of servers operating within these massive data centers is expected to grow to nearly 16 million by 2010 -- that's three times as many as a decade ago.

"Data centers have become as vital to the functioning of society as power stations." -- The Economist

The simple truth is that cloud computing is becoming as big a part of our everyday lives as cell phones or cable television.

While the market for this software sits at roughly $1 billion today, it is estimated to soar to $5 billion by 2011 -- an astonishing 50% compound growth rate.

A small group of investors is about to build bold fortunes...

Will you be one of them? You could be.

Remember Web 4.0 and Web 5.0 as they are coming in fast towards mainstream.

Saturday, 20 September 2008

AI 87: ExitReality’s goal is to disintermediate Google


Video site Blinkx has partnered with ExitReality (refer to AI 70, 79). It is these type of partnerships that will accelerate the shift towards Web 4.0 (refer to AI 1) with Virtual Worlds establishing the foundation for artificial intelligence.

The more ExitReality signs up social network partners like Blinkx the greater the threat to Google, Yahoo, Microsoft advertising revenue streams as public search engines cannot access Virtual Worlds, which are Closed Systems

AI 86 McDonalds launches a Virtual World for the Youth Brand


The Virtual World is the de facto standard for interacting with the younger generation.

It is for this reason McDonald's has launched HappyMeal.com.

To ensure sustained success McDonald's Manager of Global Marketing Brian Irwin explained "We decided to build it (Virtual World) because we have a strong relationship with kids and a strong brand with kids. We felt like our brand would extend well online without going into others. And given our relationship with licensors, we felt like we could extend that. There’s a spectrum of how they want to play in this space."


With a strong early tie-in to Star Wars-themed Happy Meals and content refreshes planned every few weeks, Irwin says the driving goal is to avoid the route of some brand experiences and "not just be the property of the month."

That's part of what makes the new Virtual World stand out. With McDonald's ties to what sometimes seems like every major youth brand out there, the possibilities for new content are rich.

"That was one of the key elements of our site and with our partnerships for the different Happy Meals we launch every 3-4 weeks; we saw that as a great point of difference to bring in and offer a fresh experience every time the Happy Meal changes over to a new property," said Rebecca Anderson, Manager, US Marketing.
"We can have that align with what new happens in the virtual world. It was just a great opportunity with our partners."

AI 85: Metaversum’s Trinity delivers first cinema for the Virtual World


Germany’s largest cinema operator, the CineStar group, has just opened its first virtual cinema in the 3D online world Twinity in cooperation with Warner Bros. Entertainment.

The CUBIX cinema in virtual Berlin gives a foretaste of the close link between reality and its virtual counterpart in Twinity.

AI 84: Metaversum raises funding for building Virtual Worlds of Real Cities


Metaversum GmbH, developer and operator of the 3D virtual world Twinity, is backed by Balderton Capital a leading European venture capital firm that sold its stakes in both Bebo and MySQL.

This funding combined with investment from Grazia Equity enabled Metaversum to launch a beta test of Trinity representing Berlin.

Klaus Hommels, Balderton Capital’s representative on the Metaversum board, comments:
“Virtual worlds linked closely with reality will significantly influence the future of the Internet. Twinity is one of the most promising projects in this exciting and competitive space and we look forward to accompanying Metaversum in this endeavor.”
Jochen Hummel, CEO of Metaversum, adds:

“We are very glad to have won the support of an experienced international player in Balderton Capital. As we gear up to release our virtual world Twinity, the addition of our new partner puts us in a great position.”

Metaversum is expected to launch a virtual version of Singapore and London for its mirror world, Twinity. Metaversum is working with the Media Development Authority (MDA) and Infocomm Development Authority of Singapore to re-create various landmarks and lcoations and is in talks with 50 local content and services partners for inclusion.

Wednesday, 17 September 2008

AI 83: 3DI Develops Services for OpenSim



OpenSim is a Virtual World platform (refer to AI 70) and had been selected by 3Di to develop its own own version of the client-based OpenSim last year.

3Di (http://3di.jp/en/index.html)is betting that a Web browser can help expand interest in its vision of universal, open access virtual worlds, the “Interverse.”
Towards that end, 3Di OpenViewer, it is building a browser-based, open-source viewer for 3D virtual worlds, beginning with 3Di OpenSim and OpenSim proper with work already in place to connect to Second Life as well.

The project is still in an early stage of development with an eye toward launching in Q1 2009 with more project information being released as the code matures.
OpenViewer is designed to allow commercial rendering engines to plug in as well as allowing for change at the communications protocol layer to expand to non-Second-Life-based worlds.

“3Di OpenViewer is currently a work in progress,” explained Lin. “It does not recreate exactly the functions of the separate client viewers, but we also don't think it's necessary to exactly reproduce the existing viewers' behavior. Some of the design decisions of existing viewers can be improved (e.g., support for mesh-based avatars, arbitrary 3D model data, or better rendering techniques), so we're moving in that direction. We started by developing the basic framework: an optimized C library for network communications, the necessary architecture for the browser plug-in, and using shader-based rendering techniques.”

OpenViewer runs on a plug-in and is limited right now to Internet Explorer on Windows machines, but Lin believes that’s still an improvement over traditional clients.

“Virtual worlds still have low penetration compared to the 2D WWW and 2D browsing,” Lin explained. “There are currently a lot of efforts from many virtual world providers to develop in-browser viewing solutions, so I think we're on the right track here. I think that in-browser virtual world viewing allows instant gratification and lowers the psychological adoption barrier, especially for casual users; one click and you're in the virtual world. Also our in-browser viewer can collaborate very well with well-known 2D web technology. So 3Di OpenViewer can provide users with one more additional powerful IT business tool.”

AI 82: Rivers Run Red delivers foundation for knowledge worker productivity



Rivers Run Red, Immersive Workspaces PlatformTM, is a collaboration solution allowing enterprises to communicate, collaborate, and co-design in a rich, 3D environment.

The Immersive Workspaces TM Platform can be integrated into Virtual World Patforms (refer to AI 70) for the global prototyping of ideas in real-time, ensuring content, activity, and presence are accounted for outside the immersive workspace.
“The Virtual Worlds market has been in play for quite some time now, however we see a fundamental shift from their use as an entertainment and marketing platform to having real enterprise application,” says Justin Bovington, CEO of Rivers Run Red.

“It’s time for Virtual Worlds to go to work as the enterprise is tasked with coming up with new ways of working and thinking directly in line with business objectives.”

In addition to a custom built 3D immersive workspace, the Rivers Run Red Immersive Workspace Platform™ includes:

A web based tracking and activity monitoring system that provides measurement and feedback of each participant’s footprint in the immersive workspace

Meetings and transcript reporting, call to action, calendar booking system, room booking with a privacy system and email functionality.

A set of customizable widgets aggregating visual, real world data into the immersive workspace

“As a Second Life pioneer, from the very beginning Rivers Run Red has identified the potential for the virtual worlds market. Their solution is spot on, delivering on the promise of virtual worlds for the enterprise," said Robin Harper, VP of Marketing & Community Development at Linden Lab.


BENEFITS

Co-design and Collaboration - closes space and time gaps for R&D, design, and engineering teams I

Integrated Technology - allows for the integration of business software applications in one space, built to be a 'living window' on your data and content.

Reduction in Unnecessary Travel - reduces airfares and unnecessary travel, not to mention the reduction of your carbon footprint.

Effective Knowledge Transfer - cuts across company silos, enable global cross pollination, allow fellow employees to access rich profile information on each other

Human Resources - attracts the best talent to your organization, improve retention and reduce recruitment/training costs

AI 81 Rivers Run Red embraces Lively with its immersive solutions


Rivers Run Red, the immersive spaces company(TM), is developing customized 3D spaces built in Lively (refer to AI16, 70 and 75), a new product by Google(TM).

Rivers Run Red also has a new design team in place to keep up with the anticipated high level of demand for companies/brands looking to incorporate Lively by Google as part of their digital strategies.

Rivers Run Red is a participant in the Preferred Developer Program for Lively by Google.

"In the last five years, we have encountered high demand from companies looking to provide 3D experiences for their communities on the web," said Justin Bovington, CEO of Rivers Run Red.

"Lively by Google is a promising solution for web-based 3D environments and will only help to make the prospect of the 3D Web a reality."

Rivers Run Red created its first 3D space in Lively, called 'Avalon,' which serves as a demo area for visitors to explore how Lively can help turn their content into a destination. To view the room on Lively, please visit: http://www.lively.com/dr?rid=-7255981103276414777

AI 80 Another Strategic Consultancy emerges for Virtual Worlds




As Virtual Worlds gather momentum to establish the foundation for Web 4.0 (refer to AI 1) it seems there is a growing number of strategic consultants emerging. The latest is World and Games.


The following details have been extracted from Virtual World News.

Worlds and Games announced its public launch today as a strategy and services firm for brands looking to make their way into virtual worlds and games as well as for the developers themselves.

The company, operated by Mark Friedler and Karim Sanjabi, has been in stealth mode since April and says it is already working with four North American clients, some which may see campaigns launched this year, and in discussions with various platforms. One difference, they say, between themselves and other more traditional agencies is that they work with a broad spectrum of partners for platforms as well as farming out team work to subcontractors instead of retaining in-house help.


"A big differentiator is that Karim and I are the principals and we're working with teams of people we've worked with previously to do media planning and execution," said Friedler. "We pass along those really focused smaller companies directly to our clients. They get access to super-focused people at a much lower rate than what they'd do with a larger agency. The strategy isn't, 'Hey you should do this,' but 'here's the steps and here are the parties that can get you there with a lower cost.'"

That strategy, they say is already paying off for clients.


"A music company is working on optioning a virtual world later this year," said Sanjabi. "Originally when we got involved with them, they were working with a company that was really invested in having them take a bunch of solutions because these guys represented them. We had our initial meeting and said there are these other guys that we work with and could save you a lot of money. Two months later, now, they've signed on with those guys. With our expertise in interactive marketing, we're there to come up with what we think would be the best execution. Right off the bat, they saved well north of 1 million dollars by going in the direction we're talking about. And their focus is changed from being a content developer from being a software developer."

Friedler and Sanjabi come from game backgrounds, with Friedler's most recent firm, GameDaily, being acquired by AOL in 2006. Sanjabi previously founded digital marketing company Freestyle Interactive, which was acquired in 2003 by UK Aegis Group. That background, they say, is helping them plan the right strategies for different clients.

"We're doing something with a film publisher who has a new IP coming out," said Friedler. "That won't see the light of day until the middle of '09. We saved the film publisher millions of dollars. They were going to do an Xbox game so that the audience could engage with the characters. We said, 'let's do a virtual world, and if the virtual world is successful and people engage, your video game effort will be even more successful.' And most importantly, they now have a realistic timeline with all these different developers."

The important part, says Sanjabi, is picking the right enviroment or environments.
"We're looking at the target audience they're going after and the reaction they're targeting and looking at what's in the tool belt," he explained.

"We're seeing a lot of convergence. In the past, someone would sponsor a game or put an ad in Need For Spped 4. They weren't putting a target where the rest of the audience would interact. The difference between a standalone PC Game and the virtual worlds are the intersections between long-lasting play, the social network experience, and the interactive experience of just normal websites. We're trying to take an approach that I think the clients are looking for and say, 'Here's how we can get your audience at many different touchpoints.'"

AI 79: ExitReality on Fast Track to Convert Web Sites into Virtual Worlds












ExitReality is a new Virtual World Platform (refer to AI 70) that has the ambition to rapidly convert existing 2D Internet into 3D Internet. The implications of moving from open systems to closed systems far faster than anyone expected could destroy the core business of Google which is dependent upon open systems to generate ad revenues.

The following details have been extracted from Virtual World News.

ExitReality announced today the launch of the public beta for its browser-based virtual world--or rather its browser-based interface for viewing the Web as a virtual world along with all the virtual worlds and 3D content scattered across it. When Founder Danny Stefanic explained what the company had been doing, I joked that they were aiming to be the Google of 3D. He demured that comparing anyone to Google can never really be accurate, but the analogy still sticks in my head.

"One of the major changes is the focus on search," Stefanic said of the developments since the launch of ExitReality's private beta. "A lot of people didn't realize that we actually had a giant search engine that had been collecting all the COLLADA, VRML, and open standards content into a repository that we've been building for the last three years. We're bringing that to the forefront so that people can explore all the amazing virtual worlds and 3D content that people have been developing over the last ten years or so."

After downloading a small plug-in (3.5MB) for IE, Firefox, Chrome, or with experimental support for Safari on Windows (Mac support is planned), users can choose to view existing 2D pages, like those on social networks, in 3D with no extra work from the site owner. Developers wanting a more custom experience can change the 3D world around, add content from the repository or design their own, or develop a fully customized 3D experience linked to from a button on the 2D website. Users can also, though, explore the 3D content that, as Stefanic puts it, the Web is littered with.

"Tons and tons of it, and exciting stuff too, not just tables and chairs: theme parks and activities and all that. There's all this great stuff that we want to bring to the forefront. You go to Google to search for text or video. They index all the file types. 3D has a set of file types that we're bringing out," he explained. "I call it the long tail of 3D content. You can search for just about any term and get results. That just gives you an indication of the amount of content that's out there. There has been a lot of work out there in 3D, not just virtual worlds."

That content wasn't all initially meant for multi-user access, but the ExitReality plugin lets users repurporse it, turning old architecture walkthroughs into new virtual homes. But Stefanix still looks at that mass of content as a way to bring new users into a 3D Web. ExitReality gives users access to the existing 3D content, but Stefanic's hope is that the fact that ExitReality turns 2D sites into 3D spaces will spur users to create new areas as well. For ExitReality, anyone who has a website has a stake in 3D.

"If you ask people what do they want their 3D website to look like, most people or companies would just say, 'I don't know where to start,'" said Stefanic. "But if they have a site out there and ask them how they want it changed, people are rarely short of opinion. It's a much easier way to get people into 3D. When we launch, we'll be turning every single web page into 3D. A percentage of Web page owners will take that opportunity to enhance it for their users. It doesn't have to be the whole Web at once, but the good news is that the whole Web will be 3D. There's the compelling content and then also this stakeholding in it without having to lift a finger."

Content and Money for Developers

The 3D content of ExitReality (or that just exists on the Web) exists in its spaces in the same way a YouTube page is embedded on our own news site. Users can drag and drop a couch from the inventory of indexed content, including Google Warehouse, into their 3D Myspace pages, and it's linked back to the main couch in the repository. If the creator changes that couch, all the instances are changed as well.
In that way, users don't really own the virtual items. ExitReality, says Stefanic, isn't interested in the virtual goods model of monetization.

"We focus on that not through artificial scarcity, like virtual goods, but through traffic," he explained. "As you know on the Web artificial scarcity for digital goods is very difficult to maintain. You might think of iTunes or back in the old days of paying for text on news sites. In the old days you charged people to see text or video or images or to download music. A lot of problems came with people copying content. 3D will go through the same machinations, I think. We try to protect 3D content, which is fine because you want to get value, but static content is hard to protect. That's why the Web has turned to service models. That's where I see 3D moving to the future. They might be virtual good services are all types of things."

Instead of buying and selling 3D content, though some people still may, Stefanic expects users to serve it. For example, Stefanic showed me a bookcase. Every title was generated from keywords on the 2D website it was embedded in (or listed interests from a social networking site) and linked directly to Amazon. If a user created a particularly compelling bookcase, he or she could add their Amazon partner code and advertise the books themselves instead of selling the virtual shelves.

A similar process can be used with more traditional advertising. Stefanic says ExitReality is dedicated to existing Web standards--for example, most scripting is done in Java--and supports traditional ad networks like Yahoo or DoubleClick. Keywords from the 2D page can populate advertising spaces in 3D, with objects supporting all IAB sizes. Developers can also embed advertising in items or create branded virtual goods that users carry with them to their new spaces. But for sites looking to simply create more traffic for their existing advertisers, Stefanic thinks 3D can still be a boost.

"When people meet and have common interests, they talk," said Stefanic. "That leads to increased session times to not just minutes, but hours. Site owners aren't trying to attract audiences from elsewhere. They're addressing them where they already are. I'm not saying replace the 2D site, but 3D is just another media type alongside all of it. You might use text, video, and 3D and socialization. And 3D offers more opportunities. You might get 5% of your user base participating in the 3D space, and that's great. But we're not saying the 3D element replaces the website. You just flick into 3D like you do to go to another page, but we have a lot of aspects that drive traffic back to the 2D because that's where most of it is."

Attracting Users and Money for ExitReality

Those are the benefits Stefanic sees for site owners and 3D developers. For users, he says, the benefits are more fun, engaging, immersive experiences. I pointed out that, so far, that hasn't attracted a mainstream audience (at least in the older segments) to virtual worlds. ExitReality is hoping that participation from partners from the 2D Web and viral engagement will help change that.

"Come launch, there will be some video sites that provide enhanced experiences," he explained. "The partners we've got will be pushing ExitReality to their user base, and they get over 50 million unique users/month. So there's some real corporate push. And we've increased the viral levels as well, so we get the consumer word-of-mouth push."

The first announced launch partner is the video site Blinkx, which, according to Quantcast, draws roughly 36 million page views per month. ExitReality spokespeople say even bigger partners and brands are on their way in addition to the private beta launch with Carl's Jr. and Hardees. I haven't seen what the Blinkx/ExitReality experience looks like, but Stefanix says the virtual world supports interactive Flash for synchronized video viewing, which sounds promising.

On the viral side, his hope is that social network users will want to customize their 2D profiles into 3D lounges. When they do, a button will appear on their 2D profie prompting visitors to install the ExitReality plugin and visit them in 3D.
Importantly, ExitReality is also launching with an eye towards global audiences. It's public beta supports 12 languages, including English, Chinese, Japanese, Korean, Spanish, French, and German.

"That's very important for us because 3D as a media is language neutral," he said. "Text or video doesn't spread around the world as much as photographic content does because you need to understand the langauge. Our search engine has been providing us with the content from all around the world, but you don't need to speak Portuguese to appreciate the beautiful cathedral someone has built."

Ultimately, though, Stefanic says the use cases will be different for each user. His hope is that the wealth of content available will give them enough motivation to download the plugin. Some will install it because a particular brand or site has an interesting space (developers can create spaces hosting 50 users per instance with 2,500 users per server), some are already using it on an intranet for enterprise collabration, and some will just want to connect in a 3D Facebook.

"Each user will have their own reasons," he said." Some of the sites that will be pushing it out there will be saying, 'We're a reliable site and we have a compelling piece of content.' The good thing is that it gives you access to millions and millions of pieces of cotnent. You wouldn't download a plugin for just one piece of content if it wasn't really compelling."

That's key for ExitReality, because the more users it gets, the more money it brings in. The service will monetize, again with the Google comparison, on sponsored search results.

"The benefit for us is that the more widely distributed ExitReality is, the better it is for us," said Stefanic. "We have a focus on search. If I click on Search, some of the featured locations are restaurants like Hardees and Carl's Jr. You got natural results and sponsored results, just like Google. And one of the cool things is that search is available on every page you visit."

In all, Stefanic hopes that drawing on the history of 3D, virtual worlds, and virtual reality, not just this cycle, combined with the success of the Web itself will galavanize users, developers, and brands.

"The ideas of 3D are not new," he concluded. "There's just never been this connector to bring it together for a mass market to make everyone a stakeholder. I can't think of anything more exciting than people who built this content a couple years ago and didn't get traffic, all of a sudden getting a massive amount of traffic. And that's what the search engine is going to do."

AI 78: USA Army wants AI Agents within Virtual Worlds



Forterra Systems announced today that it had been awarded a US Army Research and Development Command Phase II SBIR to develop intelligent non-player characters for its virtual world platform, OLIVE (refer to AI 67, 70).

The project is in partnership with AI-tool-developer Charles River Analytics.
Forterra will develop a non-proprietary interface for integrating third-party AI-based apps, and Charles River will develop a sample integration and crowd simulation based on its AgentWorks platform.

The hope is to add intelligent NPCs to virtual worlds, reducing the need for live roleplayers and trainers in online education.

“The use of Virtual World technologies shows great promise as a tool to support infantry training but the need for large numbers of live role players to create realistic scenarios limited the overall benefit,” Colonel Craig Langhauser, Director of the US Army Research and Development Command, said in a statement. “This effort has the potential to dramatically reduce the need for live role players without sacrificing the engaging nature of the scenario that’s created when they are present.”

The first step will demonstrate feasibility and then focus on commercialization for training across military needs like combat medicine and emergency preparedness and also corporate training exercises such as sales and call center exercises.
“Up to now, virtual world solutions relied on and even promoted the fact that all participants in the world were driven by real people,” added Dave Rolston, CEO Forterra Systems. “Where this is important for some types of applications, particularly in the consumer sector, it limits the use in others because of the high cost of live role players. With tightly integrated support for NPCs, OLIVE will be able to support a wider variety of applications for government and corporate users.”

AI 77: Rivers Run Red and Linden Lab form Strategic Partnership












The SecondLife Grid Virtual World platform (refer to AI 70 and 72) received a major boost for corporate intranet solutions with its strategic announcement with Rivers Run Red.

Rivers Run Red and Linden Lab today announced a strategic partnership to bring immersive, collaborative solutions to the global enterprise market. The agreement leverages each company's leading capabilities in the virtual world market with the aim of igniting further growth in the adoption of Virtual World, immersive technologies within the enterprise.

Under the agreement, Linden Lab will exclusively license the market-leading Immersive Workspaces™ Platform developed by Rivers Run Red, in use today by some of the world’s leading companies, including Unilever and Diageo.
In addition, Linden Lab and Rivers Run Red will jointly develop and market new products and services built on Linden Lab’s technologies and platforms.

“Linden Lab has provided us with the most versatile, advanced platform on which to develop our solutions,” said Justin Bovington, CEO of Rivers Run Red. “This agreement will now allow us to work more closely to create and deliver the most relevant solutions for the emerging virtual enterprise market.”

The agreement will also allow each company to either individually or jointly sell and market each other’s products. In addition, Rivers Run Red will also provide product and content development services to Linden Lab’s clients and developer community.

AI 76: ABN using ActiveWorlds at its Virtual World Platform for its Intranet






Dutch bank ABN Amro's experience in virtual worlds (refer to AI 60) is an interesting one to follow. An early mover into Second Life, the bank pulled back this year.

It still has a consumer-facing build in Second Life, but it's begun using Activeworlds (refer to AI 74) for internal collaboration because, as ‘Head of 3D Experience’ Popke Rein Munniksma stated:

"it requires a lot less power from your desktop computers and puts less of a strain on your infrastructure."

ABN Amro is still interested in consumer work, adding a more interactive experience to its 2D transactions, but laws, the lack of control over virtual world servers, and avatar anonymity have proved problematic so far. It's working on plays to soon sell its services through the virtual world, possibly integrated with the 2D Web and mobile devices as well.

"Certainly not in 2008," said Munniksma. "I am working on plans now which, if everything goes well, should allow us to have a virtual application up and running in 2009.

It’s a question of getting the right security and confidentiality to sell products and go into personal financial

AI 75: Google to launch API widget for virtual worlds to go everywhere













The rapid move towards ‘closed systems’ took another step forward with this Google announcement. Just a reminder is that a ‘closed system’ cannot be accessed by outside search engines so it will change the economics of digital advertising. Now back to this move by Google to protect its core business.

"One of the things we’re moving towards is the interactive Google Gadget.
We’re going to be opening the API up for that very soon that you can put on any prim," Kevin Hanna, Creative Director of Google Lively (refer to AI 16, 70), said at the Worlds in Motion Summit today.

He offered an example of putting in arcades and adding interactivity to spaces, which could be fun, but including more apps like Docs or Gmail could add productivity to Lively as well. It seems like the team's goal is to connect everything. Ultimately, he said, his hope is that "Lively becomes invisible," just another part of the Web.

"Everything [in Google] is something that hopefully works well with everything else, but everything is standalone experience," explained Hanna. "We wanted to do something that continued to bridge that gap. It’s a virtual world in a way that every room or space you build is a virtual world. We wanted to create something that is a piece of the puzzle."

Hanna couldn't give an exact date on opening up the API, but he says "that's in the foreseeable future."

He says that goes to Google's core goal of making those services available across different interfaces.

"It goes to Google’s philosophy of empowering the user," said Hanna. "Search goes for granted sometimes, but we don’t always think about all the little sub-apps like Image Search and so on and how everything is integrated. This is one more way to meet the users’ needs in different spaces."

Hanna said the product roadmap includes opening up developers licenses across the board, but, also opening up a game development API. That, however, comes after opening up the Gadget API.

"We’re going to open up the API for game development on Lively," he said. "Anyone can use the economy we’ve set up, the base we’ve set up. That opens up a lot of possibilities for everyone, forum my 11-year-old daughter to create a character that looks like her to independent developers chasing their own dream."

That economy won't be based on virtual currencies--"The official stance is that Google just isn't interested. [...] You're never going to buy Google Bucks."--but the platform will support peer-to-peer transactions, letting developers sell to users.

For developers looking to create content, Hanna said that Google will be opening up tools for developers in 3ds Max, Maya, and SketchUp.

However, the emphasis, said Hanna, isn't entirely on gaming. In fact, it doesn't appear that Google wants to emphasize one use case at all.

"As far as whether it’s an entertainment tool or a business tool, I think more than anything, it’s an information tool," said Hanna. "It’s a way for users to get and give information to each other along the lines of a social network, or something that augments a social network."

As for the initial user response, Lively has taken some knocks, including from the Economist, for being dead (refer to AI 50), but Hanan says, "our numbers are a lot higher than expected." In the first days, the team thought they were under attack from spam bots, but it turns out that they were simply actual users. "That's the power of Google," said Hanna.

As for adding support for Chrome: "That seems really obvious, but Lively doesn't run on a lot of apps. For example, I'm a Mac person. But, again, we're in a beta. Being in a beta, people confused it for the actual launch. The end goal, and actually very soon in the beta, it'll be working across multiple platforms, including Chrome."

AI 74 Active Worlds Embeds 3D Worlds in Facebook












Active Worlds is another Virtual World Platform (refer to AI 70) and has launched the "Active Worlds 3D Avatar and World Explorer" application, allowing companies and developers to build virtual worlds on the Facebook platform.

The company says the application is based on Internet Explorer and ActiveX from Microsoft to build on existing standards and to allow certain elements of the virtual worlds to interact with more traditional websites and Web 2.0 applications.

"Since our Active Worlds technology continues to be standards driven, we feel this release sets a new milestone on 3D Internet implementation," said JP McCormick, chairman of Active Worlds, "The push is on for interoperability and a set of standards which will drive Virtual World technology into the future. We believe that many of these already exist. By continuing to enhance our already standards driven application we greatly increase our value to e- commerce, education, entertainment, and social networking sites, as well as our core business with Fortune 500 companies."

For consumers, Activeworlds hosts a Universe of over 1000 3D virtual reality worlds. In these worlds the consumer can choose from a vast array of avatars that fit their personality and use spaceships to travel between planets.

AI 73: IBM Develop Unified Communications for Virtual World Platforms
















IBM Research announced a new project, dubbed "Sametime 3-D," demonstrating the integration of Lotus Sametime with several Virtual World Platforms (refer to AI 70). The project showcases the business value virtual environments can bring to the future of unified communications.
Specifically, users can instant message a colleague and instead of only chatting with one another, launch into an immersive 3-D environment directly from within the Sametime chat session. "Sametime 3-D" creates a virtual meeting space 'on demand' that uses the capabilities of the virtual environment, including presentation tools, access to 3-D objects in the avatar's inventory and full avatar functionality.

As the 3-D meeting space is launched, people have the option to attach files, select a meeting space type and sign in using their existing enterprise authentication tools.

Future work includes the provision of recording and reporting capabilities that the meeting initiator can use to capture text chat, video recording of the meeting and maintain a record of participants and materials, including the entire meeting space.


IBM has demonstrated Lotus Sametime with the OpenSim Virtual World Platform (refer to AI 28). YouTube has a video of this capability that can be found at http://www.youtube.com/watch?v=QzuiEzTah5w. This shows instructions for an engineer working on hardware with a conversation between a subject matter expert and the engineer needing guidance.

"The ability to easily integrate existing communication and collaboration tools in 3-D environments will allow businesses to clearly realize the ROI of virtual environments," said Colin Parris, vice president of Digital Convergence.

"Extending the real-time connection between people into a 3-D medium enhances the experience and productivity of teams located across the country or the world."

The IBM collaboration vision is to foster innovation and business agility by making it easier for people to find, connect to and collaborate with one another through a unified communications experience -- right from their familiar devices, applications, and processes.


In addition to IBM's work with the OpenSim platform, IBM and Forterra Systems have been working together to develop and release later in 2008 a futuristic unified communications solution code-named "Babel Bridge" for the U.S. intelligence agencies.

This robust feature set also addresses the needs of other industries like financial services, energy, consulting services, and healthcare.

The combination of IBM Sametime's unified communication and collaboration platform and Forterra's Virtual World Platform called OLIVE™ (refer to AI 67) immersive 3-D environment takes group collaboration productivity to a new level, incorporating not only voice, video, and media, but it adds the important element of a sense of presence and digital identities that build stronger relationships.

Also, IBM is pursuing similar integration capabilities between Lotus® Sametime® software/IBM Unified Communications and Collaboration (UC2™) platform and a variety of other environments including the ActiveWorlds platform (refer to AI 74).

Tuesday, 16 September 2008

AI 72: Second Life Grid Promote Business Benefits


These are the business benefits promoted by the Second Life Grid for Virtual Worlds:

Increased Productivity

Many organizations are using the Second Life Grid today to enhance their productivity by focusing on internal business uses such as training and simulation. Others engage with their customers through interviews, recruiting, and product research. You can reduce travel costs and downtime by substituting use of the Second Life Grid for real world events and meetings. Prototypes can be created quickly and inexpensively.

Effective Collaboration

The Second Life Grid enables participants in different environments and locations to collaborate in real time in 3D space. You can walk through a new piece of equipment, engage with a scripted training simulation, or cooperatively design a new workspace.

Improved Communication

The Second Life Grid provides multiple channels of communication, including images, audio, video, text and voice, with both groups and individuals. The platform supports multiple languages, and real-time text chat translators are available. Educators are using the Second Life Grid as a platform of choice for a range of distance learning options from entire virtual campuses, to classes, office hours, meetings and presentations. A visible indicator of speech and spatial 3D-voice makes it easy to identify the speaker from among those present.

Enhanced Engagement with Your Customers or Audience

Second Life Grid enables a unique, two-way opportunity for direct engagement with your customers or audience. Unlike most traditional Web sites, this virtual world platform encourages high engagement times with participants. Many organizations have taken advantage of this 3D interaction space and high engagement times for focus groups, customer research and feedback, recruiting and interviews, and other practices.

Reduced Business Costs

Save expensive travel and business costs through the use of the Second Life Grid. This virtual world solution enables your organization to establish a private or public centralized 3D meeting space where participants can communicate, collaborate and present using voice and text in real-time. Meet with global partners at your own branded virtual headquarters. Walk a product team through a prototype to find design problems before committing to real-world construction. Participants from around the world can connect together daily for a fraction the cost of video conferencing solutions or airline tickets.

AI 71: Glamour in the Virtual World
















The Ewing Fashion Agency is a leading agency in bringing glam to the virtual worlds. These videos show the advancements that have been made.


http://ewingfashionagency.wordpress.com/videos/

AI 70: The Virtual World Platforms




At this moment in time, the market is wide open for Virtual World Platforms to deliver corporate services.

Corporates have two choices for Virtual Worlds. Either they obtain some land within an existing Virtual World or they develop their own using a Virtual World Platform.

The Virtual World Platform will be used for intranets, extranets and most corporate internets.

Virtual World Platforms include

ActiveWorlds (refer to AI 74)
Croquet Open Source (refer to AI 68)
ExitReality (refer to AI 79)
Icarus (refer to AI 69)
GeoSim (refer to AI 96)
Lively (refer to AI 16)
Multiverse (refer to AI 45)
Olive (refer to AI 67)
OpenSimulator (refer to AI 28)
Second Life Grid (refer to AI 27)

Corporates that have developed their own Virtual Worlds include the BBC, Disney and Sony.

A corporate developing their own Virtual World provides controls over brand and the customer experience.

These Virtual World Platforms will provide the fertile ground for ai agents.

AI 69: Icarus launches virtual worlds for Apple’s iPhone


Icarus Studios, which provides a turnkey solution for creating virtual worlds, MMOGs, and serious games, has announced the expansion of their development platform to the iPhone.

Icarus can now demo a prototype of their 3D platform running on the iPhone for the first time.

The Icarus technology platform was built from the ground-up on industry standards to accelerate time to market, reduce development and running costs, and enable new revenue streams through 3D, Web, Flash™, and mobile user experiences.

Icarus Studios’ technologies address next-generation needs, providing a stable and secure platform; deep, recurring play and social opportunities; machine configuration support; intuitive interfaces; and the tools and support required to make a next-generation massively multiplayer online game (MMO) or virtual world.

AI 68: Croquet – Another Virtual World Platform


Croquet is an open source software technology that, in the form of the Croquet Software Developer's Kit (Croquet SDK), can be used by experienced software developers to create and deploy deeply collaborative multi-user online vitual world applications on and across multiple operating systems and devices.

Derived from Squeak, the Croquet system features a peer-based messaging protocol that dramatically reduces the need for server infrastructures to support virtual world deployment and makes it easy for software developers to create deeply collaborative applications.

Cobalt is a National Science Foundation-sponsored effort to develop an open source virtual world browser and authoring toolkit application based on the Croquet technology.

AI 67 The OLIVE Virtual World Platform wins an award


Forterra Systems, with its OLIVE™ (On-Line Interactive Virtual Environment) Virtual World platform has won a prestigious Innovation in Virtual Worlds for Enterprises award at the Virtual World Expo held September 3rd and 4th in Los Angeles.

Forterra is a small company doing big things in the Virtual World Platform market.

Forterra was selected for its leadership releasing advanced collaboration and learning features into its OLIVE platform over the last year, providing value to enterprises."

"Every Forterra employee, customer, and partner is extremely proud of the recognition we have achieved through winning this award," said Dave Rolston, CEO of Forterra Systems. "We're gratified that our hard work to identify and address how our OLIVE virtual world platform can transform enterprise business processes has resonated so positively with leading industry experts."

The key capabilities Forterra has released or will release in Q4, 2008 include:

Displaying on 3D screens and viewing by all participants streaming video (Windows Media Player(R) based), Microsoft PowerPoint files, collaborative whiteboards, and any software application running on a Windows desktop.

Integration and display of either industry standard learning-based Shareable Content Objects (SCOs) or web-based content displayed through a browser in one of three modes within an OLIVE 3D scene.

Development of a Lotus Sametime(R) plug-in so users can schedule or instantly invite colleagues to join immersive, media rich 3D meetings directly from their Sametime client.

A Meetings content pack featuring professionally developed 3D meeting environments including an auditorium, board, media and conference rooms, training facilities, a hotel, and a mansion for corporate offsites.

Distributed 3D record-and-replay of any session including voice and audio, avatar movements, behaviors, and gestures.

AI 66: Virtual Worlds for the Construction Industry


Fusion Worlds http://fusionworlds.com/ provides virtual land services to corporation or individuals. Its services include:

Virtual Corporate Land Rental or Lease

Virtual Corporate Land Purchase

Virtual Personal Land Purchase

Fusion Worlds specialises in the construction industry bringing the following benefits:

Visualization of 3D models - Improved value by shifting traditional 2D graphical representation towards real time walkthrough and rendering.

Representation of multi-dimension design space - Multi-dimension design spaces created from new or prefab 3D components come together with your real-life or fictional office locations to provide a rich interactive environment for your company staff and clients.

Provides real time interactions - Providing real time interactions between the customer, sales staff, and engineers with 3D models in 3D virtual spaces, enabling the exploration of alternative ideas and design plans produced in a real design process.

Provides multi-user real time collaboration for problem solving - Allowing project manager, designer and client who may be located in different places to share project information, view design performances and negotiate problem solutions in real time.

Thursday, 11 September 2008

AI 65: Ray Kurzweil, the leading AI Expert, says exponential growth is the key


Kurzweil says “When making predictions about the future, you have to think in terms of exponential growth not linear growth,” said Kurzweil. “If you count linearly from one to 30, you don’t have a very large number. But if you count 30 steps exponentially — 1, 2, 4, 8, 16, 32, 64, 128 ..... and so on, you have a very large number.”

Kurzweil said that when speculating about the future — whether it’s health, biology, life expectancy or how much sunlight a solar panel can capture — exponential growth is the key.

“This growth has led to gigantic leaps in artificial intelligence technology so that within a quarter of a century, artificial intelligence will match the range and subtlety of human intelligence,” he said.

According to Kurzweil, artificial intelligence may soon even surpass human intelligence.

Through his eyes, the future holds infinite possibilities — cures for diseases, efficient means of alternate energy production and a world where humans live well past the age of 100 as science and technology advance the world we live in.

AI 64: More User Generated Software for Virtual World Games


As reported earlier (refer to AI 59 covering Sim Ops Studios) another company has emerged in the new market of User Generated Software for Virtual World Games.

Atmosphir is a platform that people can use to create casual games.

There’s a growing trend towards incorporating user-generated content into games, let letting users design levels, but Atmosphir’s big selling point is that its tools are really simple — basically blocks that you place in a grid.

At the same time, ti’s also incredibly open-ended; eventually, users should be able to create any kind of game they want in just a few minutes, especially as Atmosphir rolls out more theme packs.
“What happens if you take the zombie apocalypse theme pack and mix it with the 8-bit old-school pixilated them pack?” the company asks.

The platform is currently in beta testing on Macs and PCs, but Atmosphir plans to add support for videogame consoles too.

AI 63: Goal based experiences


In Akoha, players distribute “mission cards” that give them specific game-type tasks to perform in the real world, like “give someone a book.” When you’ve completed a mission, you can pass the card on to a friend.

You can also track a mission card to see how people have completed the missions in the past.

The idea is to create and share meaningful experiences in the real world.

AI62: The More You Transfer Knowledge the More You Earn


Grockit is a multiplayer online environment where players can earn experience points by showing off their knowledge in educational games. Then they earn “grockit” points (named after the concept of “grokking” in the science fiction novel Stranger in a Strange Land) by playing games with less experienced users and helping them out.

The idea is that people learn more by working with their peers, rather than just by taking notes from a teacher.

Grockit can help users prepare for tests like the GMAT exam, which people take to get into business school.

AI 61: New Flexible Device for Cloud Services


Plastic Logic has developed a flexible plastic display for reading black-and-white versions of magazines, books, and newspapers could really help those industries make the leap into the digital world.

It has raised $200 million to date, to manufacture this device. The display can bend and it can take abuse. It’s light and has a lot of battery life.

Launch is planned for 2009.

If this device could be interactive with AI Agents for machine to human conversations the implications could be huge.

Tuesday, 9 September 2008

AI 60 What Do Virtual Worlds Mean for Business?


Source: Knowledge Management Review

Second Life and other virtual worlds certainly get their fair share of headlines - but how many organizations are really using them as a forum where employees and partners can share information, ideas and knowledge? Here, in an extract from Melcrum's report, how to use social media to engage employees, we examine the role that virtual worlds are likely to play in collaboration and knowledge-sharing activities in future.

Exploring the potential of the 3-D web for collaboration activity
The 3-D web - including Second Life - is already being used by some forward-thinking organizations for all kinds of communication, collaboration and knowledge sharing. Others have yet to investigate what happens in virtual worlds - but it's only a matter of time until they do start exploring, according to some experts.

In order to properly understand 3-D web applications and what they're capable of, it's helpful to look briefly at how they developed historically.
"Virtual reality" was a popular concept in the early 1990s, but quickly faded away as the idea reached far beyond the technological capabilities of the time. What was it that made the concept so compelling? Most likely it was the potential to do things that otherwise weren't possible in the real world - to fly in a virtual airplane or even space shuttle, for example.

Now, nearly 20 years later, we have powerful computers capable of producing fantastic 3-D graphics, broadband speeds that allow large quantities of data to be exchanged in seconds, and technology that in effect allows software developers to bring virtual reality to both home and workplace computers. We have interactive video games, activity simulators and three-dimensional modeling tools, and these are based on the same technology as applications such as Second Life, the internet based virtual world.

Uptake metrics

There's been a vast amount of publicity around virtual worlds, or "metaverses” and around Second Life in particular, but is it just hype?
In a 2007 survey into the use of social media for engaging employees, Melcrum (publisher of KM Review) found that the vast majority of respondents - almost 85 percent - said that their organizations had no interest in Second Life.
But that result seemed to be at odds with the reasons organizations gave for adopting social media tools - namely, to improve internal collaboration and to develop internal communities. Second Life and 3-D web technologies are, arguably, the most collaborative online platforms available.

What the 3-D web means for business

In a BBC interview in 2006, Second Life creator Philip Rosedale suggested that: "If you're looking at where our creativity happens, where our collaboration happens, where things will get built first, then undoubtedly in the future they will happen mostly in virtual worlds."


3-D web platforms such as Second Life may be in part about letting people escape from their daily lives through virtual reality, but ultimately it could be the beginning of a dynamic virtual platform whereby people can collaborate, conceptualize, visualize and develop with a level of detail that is as yet unsurpassed.

For example, consider the Amsterdam project on Second Life, which is a pixel-perfect representation of the real city.
Now imagine such clarity applied to the concept and development of your next-generation airliner, data center, training shoe, commercial construction venture and so on.

Through this technology, a truly social, web based collaboration platform, your employees will be in a position to provide important, real-time contributions to a co-developed project in ways that otherwise would not have been possible.
"A growing number of companies have entered Second Life - including Dell, BBC, Nissan, Adidas, IBM, Reuters, Sony BMG, General Motors, Toyota, and ABN AMRO. These are all internationally recognized names that have identified its business appeal," says Neville Hobson, social media expert and vice president of new marketing company, Crayon - which operates from both a real office and a virtual one in Second Life.

"These companies have joined this virtual world for a variety of different reasons, yet all have one motivation in common - the desire to create and develop a personal connection with customers and potential customers in a place where there are no real-world manufacturing or service costs and few barriers to what's possible," he says.

Conversational by nature

Online and social media communication strategist, Lee Hopkins, refers to this connection as "conversational" in nature. It's the informality and unstructured approach to relationship-building which he believes offers so much potential for businesses both internally and externally.

"What 3-D virtual environments such as Second Life and others are showing us is that a new way of engaging and conversing is now technically possible," he says.
What's also becoming apparent, he adds, is that business can successfully be conducted in these new environments - with one terribly important proviso: "It's business, but not as we know it."

Recently, Christian Renaud, senior manager of business development for the Cisco Tech Centre, explained to Hopkins why his company was in Second Life.
"We're finding it extremely useful for communicating and collaborating in a way that you simply couldn't do over the telephone, or using the web, or through a combination of the two," he says. "The risk of not getting in now is much greater than the risk of jumping in too soon. We need to identify the hurdles as well as the opportunities and start working on them now."

Virtual worlds are all about creating "human" contact online, says Hopkins. As a customer, you can go to a physical, real-world store, select their desired product, pay and await delivery.

Or, you can enter a store, engage in conversation with some of the staff, get their recommendations and ideas based on their own experiences, engage in conversation with other customers also in the store, factor their experiences in with those of the shop staff and your own, and make a richly informed purchasing decision.
"The second option is what the new 3-D web allows. What your organization probably has at the moment is a static, two-dimensional website where you basically have the equivalent of an online brochure. Customers and visitors may be able to interact in a limited way with your database, but actual human contact is very lacking," says Hopkins.

"The new web allows you to create a 'space' where new and existing users, staff and prospective users can mingle and share ideas, jokes, and experiences and do business," he adds.

Business conducted in virtual worlds

Plenty of organizations believe that, in time, business could be brisk in virtual worlds and are placing their bets now.

For example, Toyota and General Motors' Pontiac Division have both opened virtual dealerships in Second Life where residents can test drive and buy cars - virtual replicas of real-world car models - for just a few dollars.

For those car buyers, the appeal is that you can customize your car's appearance in ways that are impossible or prohibitively expensive to accomplish with a real car. Meanwhile, for Toyota and Pontiac, the appeal is establishing an early brand presence and developing a car culture among fans in the Second Life community.
Computer Company Dell has taken the virtual selling concept further by enabling residents to build and purchase computers that are then delivered to them in the real world.

Second Life and 3-D web represent a completely new way to communicate with people via the internet. Therein lies a key to the business appeal of Second Life and a strong reason why communicators, internal and external, should pay close attention to what's happening.

The potential for internal communication

A great example of how this technology can be adapted for use inside the organization comes from IBM.

The company is adopting virtual worlds like Second Life, as well as video-game technologies, to train new employees in the company's cultural values, decision-making processes and technical skill sets, and to hold employee meetings.
This potential for virtual worlds to stimulate and foster collaboration and information sharing among employees scattered across the globe is certainly very exciting.

A new way to interact

"Some companies are breaking new ground in Second Life," says Neville Hobson of Crayon, "making connections with many of the early adopters among the Second Life community, experimenting and learning how to adapt business, marketing and communication models to a new, emerging and exciting marketplace."

More companies are joining the fray, he adds, even if no one is quite sure yet what the impact will be on business, society and our personal lives. "One thing there's no doubt about is that there will be an impact," he adds.

"Some companies are breaking new ground in Second Life," says Neville Hobson of Crayon, "making connections with many of the early adopters among the Second Life community, experimenting and learning how to adapt business, marketing and communication models to a new, emerging and exciting marketplace."

More companies are joining the fray, he adds, even if no one is quite sure yet what the impact will be on business, society and our personal lives. "One thing there's no doubt about is that there will be an impact," he adds.

What's a virtual world or "metaverse"?

A virtual world is a computer-based simulated environment Intended for Its users to Inhabit and Interact via avatars. This habitation is usually represented in the form of two- or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars).

The term metaverse comes from Neal Stephenson's 1992 novel Snow Crash and is now widely used to describe the vision behind current work on fully immersive 3-D virtual spaces.

These are environments where humans Interact (as avatars) with each other (socially and economically) and with software agents in a cyber space, that uses the metaphor of the real world, but without its physical limitations.

"Many are convinced that the prospect of running global meetings in virtual worlds at a fraction of the cost is not that far away," he says.

His top tip? Use Second Life to connect existing communities. In a form of trial for this next step, IBM recently used its Second Life presence to communicate and connect with IBM "employees-once-removed" - its alumni network.


"It's a new world out there," explains Borremans. "IBMers don't necessarily work here for life anymore. They leave, they set up their own businesses, they come back as clients or as associates. There's far greater job independence. So we need to stay in touch with those people and keep them in the IBM loop, because we may need to bring them back on board six months down the line."

Staying networked with alumni through social networking application Linkedln was the first step - with nearly 3,000 registered ex-IBMers on the network. But in early 2007, the group invited that network to join them on IBM Island in Second Life, for an interactive virtual get-together and update on what IBM is doing.

Over 250 former employers turned up to the event and Borremans sees this as an encouraging sign of the wider potential of virtual worlds. "It's a different approach to those for which Second Life is more commonly used, but it's interesting to see how you can form a community by basic social networking and then bring that into a virtual world."

Career planning in a virtual world

Keith Brownlie, group head of HR at publishing company Informa, is on a mission to make career planning a more engaging experience for the company's 10,000-strong headcount - and he firmly believes that the virtual world of Second Life is the place to do it.

With that in mind, the company has built its own, private zone in the online virtual world that Informa employees can visit to access Information about job functions, competencies and skills gaps - as well as play football or take on a challenging assault course with their colleagues.

To do so, they need to develop their own "avatar" - an online representation of themselves that can "teleport" Into that zone, the "Transformed Careers Island". In this zone, each building represents a function within Informa - sales, for example, or editorial.

Once Inside a building, they can view a "day in the life" of an ambassador for that function, read and save the competencies required for those roles, and see what training or experience gaps they have in meeting the competencies for the role they want to move to. They can also chat to the ambassadors who man each building, and view internal job vacancies in all of the global Informa businesses.

"As a company, we're in the business of providing our clients with the Information they need in new and Innovative ways, so It's only right that we should take advantage of new technologies to do the same for our Internal employees," says Brownlle.

And, according to Peter Dunkley, founder of Depo Consulting, which developed the Transformed Careers Island for Informa, the company has taken its use of Second Life to a whole new level. "Lots of organizations now use Second Life to hold meetings, but few of these initiatives involve providing employees with the kind of rich, in-depth content that Informa's project does. And what's more, that Information is presented in a way that employees find really interesting - they can just wander around the Island and look at things, just like they would in a store."