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

Friday, 14 November 2008

AI 139 Federation of American Scientists use wiki as open knowledge system about virtual worlds


Source: Author: Monica Amarelo, Federation of American Scientists
The Federation of American Scientists unveiled an ambitious infrastructure for cataloging virtual environments called the Virtual Worlds Almanac. This wiki classifies virtual worlds and includes extensive links to tools, news, and other useful online reference materials.

There is great potential for virtual worlds to facilitate the development and testing of powerful new learning technologies. A virtual world is a computer-based simulated environment. Users inhabit and interact via avatars, or computer-generated characters.
“People worldwide can edit and contribute to this comprehensive guide to virtual worlds,” said Henry Kelly, President of the Federation of American Scientists. "We hope this wiki will make it easier for the community to collaborate and to keep abreast of innovations and new product offerings. FAS is interested in the potential virtual worlds offer for educational and learning."

The FAS Learning Technologies Program built the Virtual Worlds Almanac as a one-stop guide for information on the structure and capabilities of these sites. The wiki includes the engines used to create these simulated environments and related information like news, reviews and other links.

“Many features of the FAS Virtual Worlds Almanac enable visitors to learn more about virtual worlds. The ‘feature finder’ permits users to browse through each world based on their interests,” said Bruce Milligan, FAS Learning Technologies Project Manager. “Users can narrow their searches by filtering through more than 30 variables like purpose, platform, language, and year released.”

Virtual world developers, academics and the general public who use the listed worlds are encouraged to review, modify, and contribute to the wiki. FAS invites all users to create new listings for virtual worlds not already included. A template simplifies the process of adding and revising information. There are also forms to upload screenshots, news articles, external links, and more.

Most of the data in the Virtual Worlds Almanac is entered via checkboxes, drop-down lists, and specific textboxes, and supported variables include those related to use, technical features, communication, and demographics. All the information added by visitors will contribute to the serious research that will benefit all who have an interest in the Internet and its educational potential.

“The system used to create the virtual worlds feature finder is infinitely expandable,” said Michelle Lucey-Roper, director of the FAS Learning Technologies Program. “Anyone can edit and contribute to the Virtual Worlds Almanac. In fact, one of our primary intentions is the collaborative growth of the wiki.”

Further information can be obtained from http://vworld.fas.org/wiki/Main_Page

Thursday, 13 November 2008

AI 138: Facebook starts to attract 3D games with SceneCaster and Millions of Us launching The Quest for Eternal Life


SceneCaster and Millions of Us (refer to AI 35) have launched of a new Facebook game, The Quest for Eternal Life.

"SceneCaster already enjoys an active user community that is creating and sharing immersive 3D scenes on the Web and on social networks such as Facebook," Mark Zohar, CEO, SceneCaster, said in a statement.

"The 'Quest for Eternal Life' is the first casual game developed off the SceneCaster platform. Working closely with Millions of Us we believe we have created a fun, engaging and challenging game that showcases SceneCaster's unique 3D capabilities, brings users plenty of spooky fun through Halloween and beyond and offers brands and advertisers an extremely engaging and effective sponsorship and in-game advertising platform."

Monday, 10 November 2008

AI 134 Linden Lab’s sponsoring MIT Labs to develop X-Reality ideas to blur the boundaries between virtual worlds and real worlds


Paradiso, a professor in the Massachusetts Institute of Technology's Media Lab, is working to create what he calls X-Reality (Cross Reality), a system designed to bring virtual and real worlds into a practical sort of alignment.

With funding from Second Life parent company, Linden Lab, Paradiso aims to use sensors, displays and software to bring real-world data into virtual worlds and to integrate access to virtual worlds with real-world situations.

Later in November, Paradiso's team of seven Ph.D. students plans to switch on 45 PDA-sized devices mounted on the walls of the Media Lab's building. Each is equipped with an iPhone-like touch screen, a version of Second Life's software, wireless connections, cameras and a variety of audio, motion and infrared sensors.

According to Paradiso's plan, anyone in the building wearing a small electronic badge can walk up to one of the small screens and peer into a landscape in Second Life and communicate with users.

Second Life users will likewise use the screens to look into the real world through floating windows in the virtual world, watching passersby or even remotely sitting in on meetings.

Friday, 7 November 2008

AI 133 How fast will plastic surgery move towards cybernetic surgery? The USA military show glimpses of our future


The USA military could now be moving towards cyber surgery. This is a list of cyber surgery techniques that are being speculated about:

1. Growing back body parts, both internal organs and limbs

2. Regenerating body parts on "nano-scaffolding" - using molecular-sized particles that act as nano-scaffolding for the human cells to grow

3. Telepathy through electronic impulses in the scalp (intrusive?)

4. Erase bad memories (whose the judge)

5. Devices that will translate one soldier’s thoughts into electrical signals that can be beamed to other soldiers, to help in stealth operations

Other experiments are using real solders to create ghost effects on the battlefield –these techniques are being tested using virtual worlds.

Wednesday, 1 October 2008

AI 97: China’s 9You virtual world attracts $100m venture capital


Venture Capital funds are increasingly being made in the virtual world market.

9You has received US$100m led by Temasek Holdings.

The 9You (www.9you.com) service is the first to integrate online game services (MMORPG, massive and medium size casual games, mobile game, etc.), fashionable digital entertainment contents, a variety of chatting and community services equipped with Avatar System, wireless value-added services and other premiere services to the Chinese language internet users all over the world.

With its wide-coverage for all major types of user needs related with digital entertainment service, the 9you.com represents the latest service style and the newest trend for the digital entertainment provider business in China Market.

Other venture capital investors include the Carlyle Group, China Merchant Fortune Ventures, and Dragon Groove Inc.

Saturday, 20 September 2008

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.'"

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 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 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.

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."

AI 59: User Generated Software for 3D Games


Sim Ops Studios is a San Franciso company and has launched Wild Pockets for creating 3-D games in a web browser, which is designed for user generated 3-D games in a social way. You can create a game by dragging and dropping objects into a 3-D world. You can choose what the environment looks like and include generic objects from a library such as guns that discharge particles. You can also import pictures such as an image of your boss.

Competitors include Microsoft which has a technology called PopFly that uses its Silverlight technology. Electronic Arts also has a SimsCarnival site where you can create your own game. And Microsoft’s Xbox division has released tools for more professional designers to create Xbox 360 games. Other rivals include SceneCaster, Metaplace and Instant Action.

Sim Ops Studios has a unique feature that you can invite others to join you in building the 3D Game.

The company can show how two players could create a simple game within two minutes.
The company has released its developer tools and expects a full launch in early 2009. The company is privately funded.

Sunday, 24 August 2008

AI 50: Google’s Virtual World for social networking flounders


The Economist reported that Google wanted to bring 3-D virtual worlds to the masses by making them accessible through a web browser.

Though millions of people log into virtual worlds such as World of Warcraft (gaming) and Second Life (social networking) every day, they do require special client software to be downloaded making it daunting to newcomers.

The Google virtual world is called Lively but remains lifeless, hosting a dwindling number of users and prompting a string of negative reviews.

Lively is a simple environment, amounting to little more than a series of 3-D chat rooms.

To enter, you must first download and install a plug-in for your web-browser.

You can then choose from a list of rooms, the most popular of which are (inevitably) themed around sex and dating.

And although some popular rooms—“Love Sweet Love” and “Sexy Babes Club”—have had thousands of visitors, the number quickly drops into the double digits further down the list. Hardly anyone is using Lively.

Why has it been such a flop?

“There’s nothing to do in Lively if you’re not talking to someone,” says Greg Lastowka, an expert on virtual worlds at Rutgers School of Law in New Jersey. Second Life, he says, offers “commerce and creativity”, and Club Penguin (a popular virtual world for children, owned by Disney) has lots of built-in games.

Google denies that it is beaten yet.

Mark Young, a member of the Google Lively team, admits that it has a lot of problems: crashes, log-in difficulties and hard-to-read text. When asked what he hopes to tweak, he says: “Everything. Much of the user interface is not as complete or polished as planned in designs.”

Tuesday, 19 August 2008

AI 50: New Middleware for Avatar Emotions


Artificial Technology has launched middleware for implanting emotion into virtual characters.

Known as EKI One, enables virtual world developers to give their characters intelligent and emotional behaviour.

Artificial Technology was founded in Puchheim, in Germany.

AI 48: Web 3.0 semantic search – too little, too late?


John Davies, head of next generation web research at BT, was Web 3.0 semantic search is gaining momentum.

Now the RDF and OWL ontology languages have been firmly established by industry body the World Wide Web Consortium (W3C) we ought to see better search applications.

Yahoo is supporting Web 3.0 semantic web with a new project called Search Monkey. The search giant will be asking web site providers to make available more structured data so that the firm can present it in a less random way.

According to Davies in trials search enhanced by this technology recorded a 15 per cent increase in relevancy.

The question is whether a 15% improvement is enough to worry Google.

Furthermore, will it matter as the foundation for web 4.0 using Virtual Worlds gather momentum?

Remember, Virtual Worlds are closed systems and cannot be accessed by external search engines! (please refer to AI 15).

Monday, 18 August 2008

AI 45: Demo Virtual Worlds for US $60k


Disney is developing virtual worlds that cost millions of dollars instead of hundreds of millions.

“Most people either need to sell [a virtual world] internally or need something to show investors or sponsors that will fund the development, which is usually a costly process,” explained Metaversatility Founder and CEO Peter Haik.

“We are filling that gap with a new service offering of getting a standalone virtual world up in 6-to-8 weeks on a more modest budget--between $40,000 and $60,000.”

The demo worlds are built on the Multiverse platform, and designed with standard tools and practices. If the project is picked up, the assets created for the demo can then be transferred to the final build and vice versa.
“Since it’s based on the professional tools and 3D models, they can use assets they already have,” said Haik. “Maybe building plans or other content they’ve created, because 3D is a pretty common thing. We can use some of the content, and any content we create for these worlds can be portable to other worlds because they are standard 3D models.”