3 Virtual Worlds Technologies To Watch

September 26, 2010

On September 24th, FountainBlue held its annual virtual worlds conference.  This year’s event was hosted on Cisco’s campus in Milpitas, CA.

The event was attended by entrepreneurs, intrapreneurs, investors and virtual worlds practitioners.  Several virtual worlds entrepreneurs spoke on the scheduled panel discussions and a few set up stations to demonstrate their technology.

I’d like to highlight 3 virtual worlds technologies that caught my attention.

RocketOn: A virtual world layer on top of the entire web

Presenting executive: Steve Hoffman, CEO

RocketOn takes my “Best in Show Award” for most innovative virtual worlds technology.  While Facebook and Twitter have propelled social networking to mainstream adoption, surfing the web is still a solitary experience.

While many web sites have added community features (e.g. membership, comments, Facebook social graph integration, etc.) – it’s still the case that when I browse my favorite content sites, I have no idea who else is reading the same page at the same time.

RocketOn seeks to change that.  Using a Flash layer placed on top of web pages via an i-frame, RocketOn users can create their own avatar and have them walk atop any web page.  They can then see other RocketOn users who may be visiting the same web page.

Perhaps you’re reading a movie review and happen to bump into a friend, who’s reading the same review.  You decide to visit a site that hosts a trailer for the movie, so you both navigate to the trailer site, watch it there and continue your chat.

A Foursquare for the entire web

One of the captivating features of Foursquare is the ability to see who else is at the same physical location as you.  RocketOn has built a similar feature for the entire web.  While the service is focused on a consumer audience initially, imagine how this technology could be used in a corporate setting.

Browsing your company’s intranet could become much more productive and engaging.  Now, water cooler conversations could occur online, as you bump into colleagues at the employee directory page (rather than the kitchen).

Additional Information

  1. The “About Us” page for RocketOn
  2. More details on the RocketOn platform
  3. Neat 2-minute video about the RocketOn service

Zenitum: Bringing virtual worlds into the real world

Presenting executive: Albert Kim, CEO

I admire technologies that flip conventional models upside down.  While we visit virtual worlds from the real world, Zenitum seeks to have virtual worlds elements visit us in the real world.  CEO Albert Kim receives the “Jetsettter Badge”, having attended the conference from Zenitum’s home base in Seoul, Korea.

When publicly released (later this year), Zenitum’s technology will be supported on iPhone, Android and Symbian.  Zenitum will provide their app and an SDK (software development kit) for free.  They are encouraging widespread adoption of their technology – consumers use their app and device manufacturers develop services using their SDK. Zenitum will monetize their service via advertising (“augmented advertising”, perhaps).

Our reality will forever be augmented

When you run the app, your smartphone scans your surroundings, attempting to recognize images.  If it finds a match, Zenitum overlays a 3D animated object on top (or around) the real world object.  For example, let’s say a comic book publisher is running a campaign and loads an image of a comic strip into the Zenitum platform.

The same image is on a billboard on a city street.  When I walk down that street with the app running (and my smartphone positioned properly), Zenitum detects the comic strip image.  It then inserts animated 3D objects (perhaps other characters from the comic strip) around the real world object.  As I move my phone left, right, up and down, the animated objects adjust their positions accordingly.

Possible use cases

Imagine the use of this technology at a museum – as you walk past a painting, its “virtual artist” could appear on your phone and speak to you about the inspiration behind the work.  At a trade show or conference, walking down an aisle could cause executives (virtually) to spring up and give you a brief pitch about their product.

Neat stuff – I hope we’re able to keep the distinction clear, though, on what’s real and what’s virtual!

Additional Information

  1. Zenitum’s “Company” page on their web site

Digitell: Bringing a global audience to your next meeting

Presenting executive: Jim Parker, President

Digitell uses the ActiveWorlds 3D platform to bring you hybrid meetings, virtual events, virtual communities and webcasts.  Jim Parker, Digitell’s President, notes that a common client of his service is associations, who want to extend the audience for their annual meetings.  Parker notes that the immersive experience of Digitell makes attendees “feel like they’re there” (at the physical event).

Parker’s clients who run these hybrid events often charge the same amount on virtual attendance as they do for the on-site event.  In this way, the common objection of cannibalization goes away, as the virtual component generates additional audience – and additional revenue for the meeting organizer.

Dispelling the notion that virtual worlds are for the younger generation, Parker notes that the average age of a Digitell user is 44 (wow!).  Users are so passionate about the experience that they often comment, “when’s the next event, I want to use my avatar!”.

Parker has created 3D replicas of museums, which allows students (across the globe) to visit and experience the museum’s works, without having to be “bused” to the physical building.  Imagine how easy it would be to have a virtual guide take students on a tour of the museum’s main works, any time of day, with students participating from all over the world.

Additional Information

  1. More info on Hybrid Meetings from Digitell

Conclusion

While the term “virtual worlds” has a negative connotation in the minds of many, it hasn’t stopped innovative entrepreneurs from developing new and exciting services.  It will be interesting to watch each of these technologies to review their adoption, growth and monetization.


Virtual Recap: Recent Postings On Virtual Events And Virtual Worlds

August 26, 2010

Virtual Events eBooks

  1. Virtual Events: Ready, Set, Go – download the eBook
  2. Social Media and Virtual Events – download the eBook

Across the Industry

  1. My guest post at PR Meets Marketing, “Go Virtual for your Next Press Event” – how virtual events can be an effective platform for PR and marketing simultaneously
  2. Ken Heyward (vcopious) with a guest post on this blog, “Flexible Platforms in a Virtual World,” which addresses considerations for SaaS vs. on-premise software for virtual events
  3. ROI for Virtual Events,” a posting I authored on the INXPO blog, with insights on virtual events ROI from thought leader Todd Hanson from ROI of Engagement

Virtual Worlds

  1. Stanford Media X Event – Virtual Worlds Entrepreneurs Show The Way
  2. Stanford Media X Event – Summary of IMVU Presentation from Brett Durrett, VP Engineering at IMVU
  3. FountainBlue Event – Annual Virtual Worlds Conference hosted by Cisco (Milpitas, CA)

Virtual Events Calendar

  1. There were a few virtual events in August as summer winded down – but look at what’s scheduled for September – events on luxury travel, natural products, publishing, higher education, autos, wireless technology, cruise shipping and eBooks.  Glad to see virtual events being leveraged across so many distinct industries

Stanford Media X Event: IMVU’s Online Community

August 23, 2010

Brett Durrett (@bdurrett), VP Engineering at IMVU, gave an interesting presentation at a Stanford Media X virtual worlds event.  IMVU achieves a $40MM annual run rate, primarily from the sale of virtual goods.  Several virtual worlds entrepreneurs were in attendance at the event, which meant that Durrett’s talk received a lot of attention and interest.

IMVU is NOT a Virtual World

Durrett began the presentation by stating that IMVU is not a virtual world.  Instead, they are an online community “where members use 3D avatars to meet new people, chat, create and have fun with their friends.”  Many members of the early management team came from There.com (including Durrett) and their experience told them that an expansive “world” may not be the best solution.

Instead, the team considered connecting (with one another) the core function of the experience, so they built rooms and spaces where members can meet, connect and chat.  IMVU has achieved large scale usage.  At any time of the day, there’s usually 100,000 (or more) users logged into the system.  And while there’s no single “world” connecting them all, a user can find and connect with any other user who’s online.

User Generated Content as Key Enabler

How has IMVU achieved their current run rate?  User generated content.  IMVU generates very little of the virtual goods for sale in their marketplace.  Instead, it’s the community that creates the virtual goods for sale.  Durrett noted that IMVU could have hired a staff of developers to create the 100,000+ pairs of womens’ shoes available in IMVU.  But at the end of the day, they wouldn’t know if users liked those shoes.

And, that would have covered just shoes.  The way to scale to the wide assortment of goods now available is to open up the creation to the users.  With so many goods available, how do users find the items they want to purchase?  Durrett noted that like any online retailer with a large inventory, intelligent tools need to be built, a la Amazon’s recommendation service.  IMVU can recommend new items to you based on your past purchase patterns.

Competition Drives Engagement

Durrett described how IMVU creates daily contests based on pre-determined themes.  Users dress up their avatars in the particular theme and then submit a snapshot (image) of their avatar.  The community votes and the top avatars are displayed on a leader board.

To appear on the leader board, the reward is “virtual” (i.e. recognition, rather than cash, virtual credits, etc.).  And yet, the contest creates an intense amount of interest and competition from the community – a great thing from IMVU. If members happened to admire a particular user’s outfit, they could purchase all the items in that outfit with a single click.

Expanding the Inventory

Expansion of virtual goods inventory will be a key driver to IMVU’s continued growth.  They already make user generated music available (in MP3 form) and they recently launched games.  For games in particular, it will be interesting to see if IMVU creates inventory items around game status and advancement, as is common in many of today’s social games (e.g. FarmVille).

While IMVU does not support user generated games today, that could  be an interesting avenue of growth.  They’d probably want to review and certify submitted games, to prevent malicious activity from occurring.  In this manner, they could create a sort of iTunes App Store for games.

Related Links

  1. Interesting and related presentations from Brett Durrett (SlideShare)
  2. TechCrunch: IMVU’s Virtual Cash Cow: Doubling Revenues, Focused On Gaming (Video)
  3. Virtual Worlds News: IMVU Hiring, Anticipates $60M Run Rate

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Stanford Media X Event: Virtual Worlds Entrepreneurs Show The Way

August 20, 2010

Introduction

Media X at Stanford University hosted a workshop titled “Cashing In on Virtual Worlds: Entrepreneurial Insights for the Healthcare Industry.” The workshop was organized by Parvati Dev and Laura Kusumoto, who combine leading edge research, expertise and hands-on experience with virtual worlds and virtual worlds platforms.

In her introductory remarks, Ms. Kusumoto provided a perspective on the current state of virtual worlds. While the consumer-focused virtual worlds have seen notable platform closures (e.g. Google Lively, Metaplace, There.com, etc.), there has been positive activity on the enterprise side of virtual worlds, including virtual events and virtual trade shows.

Virtual Worlds: On An Upswing?

Kusumoto referenced a recent Gartner Hype Cycle Report that positioned “public virtual worlds” in a phase of “Trough of Disillusionment.”  The good news is that the subsequent phases are called “Slope of Enlightenment” and “Plateau of Productivity.”  Web 2.0, Tablet PCs and Wikis are positioned in this “Slope of Enlightenment” phase in Gartner’s cycle.

In the afternoon, we heard 5-minute pitches from entrepreneurs who were looking to launch virtual worlds businesses related to health care. These entrepreneurs showed me how virtual worlds (and notably, the surviving virtual worlds platforms) can embark on an upward path towards enlightenment.  Here’s my view on how virtual worlds are evolving:

Circling back to the Gartner Hype Cycle, I look back at the following progression:

  1. Technology Trigger: Artists and Hobbyists discover this technology for self-expression
  2. Peak of Inflated Expectations: Fortune 500 brands enter the mix, expecting a transformation of marketing and advertising
  3. Trough of Disillusionment: An assortment of virtual worlds platforms fold
  4. Slope of Enlightenment: Entrepreneurs develop innovative businesses that ride on top of virtual worlds platforms

The entrepreneurs who presented are leading the way towards enlightenment and the virtual worlds platforms (e.g. Second Life, Unity, OLIVE, etc.) stand to benefit.  The new business model is the purchasing of virtual land (or, the licensing of virtual world platform technology) that entrepreneurs leverage to drive monetization and revenue.

In a sense, this is similar to the smartphone app store – the entrepreneur creates intellectual property that rides on top of a “platform”.  The entrepreneur then leverages that platform to drive revenue to a direct sales channel (customers).

Noted Entrepreneurs

I’d like to highlight some of the presenting entrepreneurs (and their businesses).

Club One Island

Lose weight in a virtual world, on Club One IslandCeleste DeVaneaux gave a fascinating overview of how participation in a virtual world program can facilitate habit change.  It’s one thing to urge people to eat slower – it’s another thing to show them how.  And, to have their own avatars practice the habit of doing so.  Club One Island runs on top of the Second Life platform.

Related: How I lost 20 pounds in Second Life (featuring Club One Island – by Hypergrid Business)

CliniSpace


CliniSpace is a collaborative virtual medical environment created by Innovation in Learning, Inc. (the company led by Parvati Dev, one of the event’s organizers).  The goal of CliniSpace is to provide virtual world-based training to physicians, nursing students, etc.  A virtual patient can start out completely healthy, but then be programmed to worsen, such that s/he requires CPR within 15 minutes.  The service runs on top of the Unity platform.

InWorld Solutions


InWorld Solutions “incorporates a wide range of avatars, content and features specifically designed to facilitate clinical and educational applications.”  InWorld can facilitate treatment for substance abuse by having patients in a virtual world, with their doctors observing from the same physical space – or, from within the virtual world.  Patients can experience peer pressure (virtually) and be advised and coached on how to respond.  InWorld runs on top of Forterra’s OLIVE platform.

Conclusion

These were just a few of the innovative business concepts brewing in one particular industry (health care) around virtual worlds.  As more entrepreneurs launch virtual worlds businesses, the platform vendors (e.g. Linden Lab / Second Life, Unity, Forterra / OLIVE) stand to benefit.  And importantly in this vertical, another entity stands to benefit: the human condition.

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FountainBlue’s Virtual Worlds Annual Conference (2010)

August 11, 2010

On September 24th 2010, FountainBlue will hold its “Second Annual State of the Virtual Worlds Industry Event” on Cisco’s campus in Milpitas, CA (USA).  The title of the event is:

Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

Register to Attend

The conference will host three panels of virtual worlds experts and thought leaders – one on industry trends facilitate by Jeff Pope (Founding Partner, Spark Sky Ventures), another featuring industry entrepreneurs and facilitated by Nina Gerwin (Founder, The NRG Group) and one that I’m facilitating on corporate use of virtual worlds.

Linda Holroyd, Founder and CEO of FountainBlue answered a few questions about FountainBlue and this virtual worlds event:

Q: Tell us about FountainBlue.

A: FountainBlue stimulates collaborative innovation one conversation, one leader, one organization at a time, through our monthly events, our dynamic communities, and our strategic and business development consulting services for early stage clean energy, high tech and life science entrepreneurs in Silicon Valley and beyond.

Q: Who should attend this conference?

A: This conference is for virtual worlds and other high tech entrepreneurs involved in or interested in this hot space, for intrapreneurs involved with virtual worlds solutions building brand and serving customers, and investors interested in investing in this space.

Q: Why should they attend?

A: FountainBlue events are known both for the quality of the speakers and program, but also for the value of the quality, win-win, long-term connections created. Both are highly valued in creating an entrepreneurial community in this exciting area.

Q: On virtual worlds and “where we’re going”, what is your opinion?

A: The opportunities in virtual worlds brings together the best of enterprise solutions which automate business process to better serve customers at all levels, the best of social media and its capacity to expand audiences virally leveraging technology, and the best of gaming with its fanatical appeal to extremely loyal customers. It is a hot Web 3.0 opportunity, which takes the technology, community, and monetizing potential of Web 2.0 to the next level.

Q: Tell us about other upcoming events from FountainBlue?

A: FountainBlue produces monthly events for clean energy and life science entrepreneurs as well as a Tech2Green series for executives transitioning into the clean energy industry and a When She Speaks Women in Leadership series, supporting women entrepreneurs and leaders. We run annual events for the high tech entrepreneurs in our community, which includes an annual freemium-to-premium event, an annual M&A event, an annual data analytics event, as well as an annual virtual worlds conference – this one, which we are conducting for the second consecutive year. We facilitate the cross-over between communities in support of entrepreneurial ventures.

Q: How do you support early stage entrepreneurs beyond connecting them through regular events?

A: FountainBlue supports entrepreneurs through one-on-one strategic and business development consulting for early stage clean energy, high tech (including virtual worlds) and life science entrepreneurs. We help our founders develop and refine business models and strategies and work with founders to build momentum with initial customers and strategic partnerships.

FountainBlue’s Virtual Worlds Annual Conference

Topic: Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?
Date & time: Friday, September 24, 2010, from 8:30 a.m. until 3:00 p.m PT
Location: Cisco, Great Dane Conference Room at MCCARTHY RANCH 3 (SJCMR3), 155 North McCarthy Blvd., Milpitas, CA
Cost: Register by September 22 at noon: $42 members, $52 partners, $62 general
Late and On-Site Registration: $62 for members, $32 for non-members
Registration: http://www.svvirtualworlds.com by 9/22 at noon
Audience: Entrepreneurs, Intrapreneurs and Investors only. No service providers please.

Description
FountainBlue’s Second Annual State of the Virtual Worlds Industry conference updates entrepreneurs, intrapreneurs and investors on the successes, challenges and trends of the industry overall, and showcases corporate and entrepreneurial virtual world demos. Beginning with a panel sharing the growth of the industry from the legal, venture, research and corporate perspectives, the program will next highlight how leading corporations are leveraging virtual worlds solutions to better serve their constituents, and culminating in showcasing early stage, funding-bound virtual worlds entrepreneurs with a range of solutions pushing the technology and business envelope.

Agenda

8:30 Registration and Networking

9:00 Welcomes and Thank Yous

9:15 Trends in the Virtual Worlds Industry: An Update on What’s New and What’s Coming

Facilitator Jeff Pope, Founding Partner, Spark Sky Ventures
Tim Chang, Principal, Norwest Ventures
David Helgason, CEO and Co-Founder, Unity
Chris Platz, Creative Director and Art Lead, Stanford Sirikata Labs
Eilif Trondsen, Research and Program Director of the Virtual Worlds @ Work Consortium at Strategic Business Insights
Mark Wallace, Conversation Manager, Linden Lab

10:20  Morning Break

10:35 Corporate Panel: Serving Customers, Building Communities, Training Users

Facilitator Dennis Shiao, Director of Product Marketing, INXPO
Mic Bowman, Intel
Dannette Veale, Global Virtual Event Strategist, Cisco, Lead, Virtual Component, Cisco Live
Another Corporate Presenter to be confirmed

11:40   Lunch and Networking

12:30   Entrepreneur Panel: The Tools, The Goods, The Immersion Experience

Facilitator Nina Gerwin, The NRG Group
Michael Gold, CEO, Electrotank:
Steve Hoffman, CEO, Rocketon: virtual world for tweeners
Albert Kim, CEO, Zenitum: Augmented reality with 3D displays
Jim Parker, CEO, Digitell: SaaS 3D immersive virtual events and virtual training
Reuben Steiger, Founder and Chairman, Virtual Greats

1:30 Adjourn and Further Networking and Corporate Exhibits and Entrepreneur Showcases open until 2:00

For more information and to register, visit http://www.svvirtualworlds.com.

Thank You to Our Sponsors:
We are grateful to our sponsors at Cisco for their ongoing sponsorship of FountainBlue’s annual virtual world’s conference.

(Technorati code: 2KFW26VPVNTT)

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Silicon Valley Virtual Worlds Conference: Seeking Expert Panelists

July 21, 2010

On September 24th 2010, FountainBlue will hold its “Second Annual State of the Virtual Worlds Industry Event” in Silicon Valley (California/USA).  The topic of the event is:

Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

Previously, I posted a summary of the 2009 event.

This year, I’ll be moderating a panel discussion on corporate use of virtual worlds – the title of the session is:

Corporate Panel: Serving Customers, Building Communities, Training Users

I’m seeking expert panelists (local to the Bay Area / Silicon Valley) who have used virtual worlds in a corporate setting (e.g. for customer engagement, marketing, community building and learning/training).

If you’re interested in being a panelist, drop a comment below, find me on Twitter (@dshiao) or send email to dshiao (at) yahoo (dot) com.

Here are more details about this event:

FountainBlue’s Virtual Worlds Annual Conference
Topic: Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?
Date & time: Friday, September 24, 2010, from 8:30 a.m. until 3:00 p.m.
Location: TBD – Silicon Valley (USA)
Cost: Register by September 23 at noon: $42 members, $52 partners, $62 general
Late and On-Site Registration: $83 for members, $93 for non-members
Registration Link: http://www.fountainblue.biz/virtualworlds.html
Audience: Entrepreneurs, Intrapreneurs and Investors only. No service providers please.

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At A Crossroads: Where Does Second Life Go From Here?

July 2, 2010

Crossroads

June 2010 will mark an important month in the history of Linden Lab and Second Life.  On June 9th, the company announced a restructuring that included a 30% reduction of their staff.  On June 24th, the company announced that CEO Mark Kingdon was stepping down and named company founder Philip Rosedale its interim CEO.

Second Life is clearly at a crossroads – it will be crucial for Linden Lab to determine the best path forward.  To do so, they need to identify the right questions to ask and then determine the right answers to those questions.

What is your audience and customer segmentation?

Second Life takes quite a broad approach today – there are a wide assortment of communities [audience] (see their Destination Guide) and an equally wide assortment of land owners [customers].  Having cut 30% of staff, the question at this juncture is whether the company (and the platform) is well suited to cater to “anybody and everybody” or whether it’s better to narrow the focus.

One “focus area” may be in evolving the platform to cater to the hobbyists and loyalists who helped grow the Second Life community from the early days [consumer focus].  Another focus area, while unlikely, may be in catering to corporations for business use (I say “unlikely” because the Enterprise group was let go in the June staff reduction).

Yet another focus area may be in catering to particular categories (e.g. Music, Art, Education).  If Second Life focused their resources around building the #1 immersive music experience, would that have a larger impact than evolving the broader platform to meet everyone’s needs?

So the question really comes down to “narrow vs. broad” – by identifying narrower segments to target their service, can Second Life create a more rewarding and enjoyable experience for both residents and land owners?

What is the revenue model?

Today, the Second Life revenue model is based around a virtual economy, whose currency is the Linden Dollar.  Residents purchase Linden Dollars with real money (e.g. US Dollars) and can then buy land (in-world) or buy virtual goods from in-world merchants.  One of the challenges inherent in this model is its dependence on others to sustain a viable audience (community).

The model works when the audience is growing and the community is thriving; however, when the audience declines and becomes less active, purveyors of virtual land find the ROI less compelling and the audience decline snowballs (since users have fewer residents to interact with each time they login).

Are you a media company or technology platform?

Second Life can go one of two ways here – they can morph into a media company (and have direct influence over the audience) or they can move to a pure-play technology platform provider, which shifts the audience generation “burden” to licensees of the platform.  As a media company, they’d be similar to Facebook, Zynga, IMVU and Slide, with revenue being a mix of advertising, sponsorship and the sale of virtual goods.

Today, I’d say that Second Life is somewhere in between – they’re a technology platform that has no explicit and associated “force” to drive audience (like a media company does).  Resolving this “grey area” will be important.

Where do you take the technology?

To some degree, the technology vision was shared in the June 2010 restructuring announcement – the company will migrate Second Life to a web-based experience, with no software download – and, they’d look to integrate popular social networks to be more accessible and relevant.  Of course, there’s a delicate balance to manage here, since a core component of the Second Life community uses the service for the immersive experience that a downloaded client can deliver.

Here, Second Life can take a page out of OnLive’s book – if OnLive can deliver immersive, action-rich, multi-player video games from the cloud, then one would imagine that a 3D immersive virtual worlds can move to the cloud as well (though, of course, it’s not trivial to achieve).  Second Life needs to think beyond the web as well and determine the viability for apps running on iPad/iPhone, Android and related mobile operating systems.

My Answers (Recommendations)

These are obviously complex questions that require a lot of analysis – in addition, there may be other questions that need to be asked.  The answers to these questions are interrelated and need to be answered together, not individually.  Here are my high level answers / recommendations:

  1. Audience and customer segmentation: Go narrow – you’ll lose segments of your user base, but the core segments you choose to focus on will see solutions and experiences that are more targeted and relevant.  Build upon these small successes and grow outward again.
  2. Revenue model: Move to a SaaS licensing model (priced in US Dollars) – keep the Linden Dollar currency system in place for the purchase of in-world virtual goods.
  3. Media company or technology platform: Become a pure-play technology platform that partners with media companies as a sales channel.  Give media companies incentives and easy-to-use tools that foster growth in virtual real estate – encourage them to be your sales champions and bring their audiences into the community.
  4. Technology evolution: Complete the transition to a 100% web-based offering (no small task!) – and, on the journey there, have plans in place for iPad and Android apps.

Times of turmoil give companies the opportunity to throw convention out the window and reinvent themselves.  Consider another company whose original founder returned to transform them from a “has been” to the most valuable technology company on the planet:

Apple Computer.

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The Business Benefits Of Second Life

March 23, 2010

Veronica Butler-Borrer

The following is a guest post by Veronica Butler-Borrer, known in-world as Pooky Amsterdam (@PookyMedia).

AVATAR started off being the word of the new decade, and for good reason.  The blockbuster movie, which allows a man to take on a completely new form through a kind of mental transfer, has made hundreds of millions of dollars. It also speaks to the new decade in terms of new possibilities.

While Second Life has been part of the Internet for a while, recent changes and upgrades have made it more compelling as a business and media platform.  Recent economic conditions have also required new strategy to save money on travel costs.  And increased attention to environmental changes has required us to look more closely at green alternatives to business.  Facts and figures plus improved opportunities are now encouraging us as a business community to re-examine Second Life.

Pooky Amsterdam's Second Life avatar

What makes doing business as an avatar in Second Life a good choice?

  1. You can virtually meet people from anywhere in the world easily and inexpensively
  2. Your Avatar can be an extension of yourself and increase personal investment for you and the business community you are addressing
  3. VoIP puts you in the same room with those you need to speak with
  4. You can share any documents you need to
  5. You can work in real time on those shared documents
  6. Any 3D product or place can be re-created cost-effectively and to scale for business decision making
  7. You save on time and travel expense by just logging in from your computer
  8. You can establish a secure environment by restricting access to your location
  9. Training and Education done in virtual worlds returns great results
  10. Video created in Virtual Worlds (known as Machinima) or cinema done on machine will get your message to the public through regular distribution channels (e.g. YouTube).  In addition, it will be available as video content on your web site, plus be something you can include in your video emails

These are the main reasons to think about doing business virtually.  Let’s look into this a bit further.

Analysis: Benefits of Doing Business Virtually

That’s right, once you download the free client which is Second Life, you can enter a 3D world where you can meet by prearrangement, those whom you would like to, from anywhere in the world.  Of course this will take some organization, but that is easy to facilitate.

Your Avatar is an identity that you construct to carry out your work in a virtual world.  Allowing this creation to personify you means you invest yourself in it, and interact as well.  This is also not a bad thing, as in creating an other self which is “better, faster, stronger” will also result in your being able to transfer some of those properties to your real world person.  If you saw a digital image of yourself running on a virtual treadmill, would you feel like going to the gym? Probably so, according to a Stanford study showing that personalized avatars can motivate people to exercise and eat right.

It doesn’t yet beat Skype for number of chat minutes a month, but the VoIP technology in Second Life is excellent, and has served over a billion minutes of voice chat a month.  That means you can speak to people anywhere in the world, in the same virtual room, sharing important documents or any 3D representation for absolutely free.

Second Life Viewer 2

The latest viewer for Second Life (Viewer 2) also allows for shared media within this Virtual World and that means you can view ANY content on the web in real time with people from (or outside of) your organization.

This includes of course, Google Docs and Etherpad.  So you can make decisions together from your office, or home, without having to fly anywhere.  This is a remarkable opportunity that is afforded people who are on this site.  Plus, being able to recreate objects in 3 Dimensions means you can build anything to scale, whether it be a building or an engine, and have your people discuss this matter, again in real time and vocally.

When you have your own location, you can also set permissions to that landing point and area so you are the only ones who have access to it. This will not compromise your security at all, when you are discussing matters of confidentiality.

Second Life Case Study

Consider the case study entitled, “Virtual World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life,”

The executive summary reads:

Before September 11, 2001, Customs and Immigration students at Loyalist College spent three weeks closely tailing professional border guards to experience the daily routine of their future job. In a post-911 environment however, this was no longer allowed. Training suffered until the Director of Educational Technology at Loyalist College catalyzed a virtual border crossing simulation in Second Life for Loyalist students.

The amazing results of the training and simulation program have led to significantly improved grades on students’ critical skills tests, taking scores from a 56% success in 2007, to 95% at the end of 2008 after the simulation was instituted.

This is proof positive that training in a Virtual World environment has documented benefits.

I present a video which my company made to show you some of the amazing opportunities that the Virtual World of Second Life can afford.  Video is a hallmark of professionalism, and being able to have content on your website, and/or through video email is an important way to integrate your customer base.

Before embarking on a Second Life journey, you may want to seek expert help; it will save you time and ultimately money if you begin your investment with those who are knowledgeable about the world you are about to enter for business.  Just of course if you wanted to have a meeting in Paris, you would need concierge services there.  Pookymedia can help you get started.

Please feel free to contact Pooky Amsterdam at info@pookymedia.com.

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How 3D Virtual Worlds Can Be More Like Twitter And Facebook

February 8, 2010

3D Virtual Worlds Diagram

Facebook and Twitter have taught us that people of all ages love to utilize the web for self-expression, connecting and staying in touch.  3D virtual worlds have similar characteristics: the ability for self-expression via customized avatars and the creation of your own ‘island’; the ability to connect with friends (or meet people you’d never get a chance to meet in the real world); and the ability to be part of a vibrant community.

In addition, 3D virtual worlds offer a fully immersive environment, that allows you to escape from the real world – and, experience virtual representations of real-world locations. For virtual worlds experiencing declining usage, however, “community” becomes a challenge to maintain (i.e. imagine using Facebook when none of your friends or family are using it).

Mark Kingdon (in-world: “M Linden“), the CEO of Linden Lab, laid out his vision of Second Life’s evolution, tying it in with the recent acquisition of Avatars United.

M. Linden on Community:

“When we talk to the users who sign up but then decide not to stay, they say they left, in part, because they had a hard time finding people to hang out with. Either their friends weren’t there, or they have a hard time meeting new ones inworld, or sometimes both.  We need to fix this.”

M. Linden on Social Sharing:

“Another part of the “social glue” of any community is the concept of sharing.  Inworld, it’s easy to share and we’ll make it even easier.  But sharing between Second Life and the larger social Web is not as easy.  As an avid photographer (well, aspiring to be avid), I’d love to be able to easily share my snapshots from Second Life with my friends on other Web services, and be able to watch a feed of the people I’m interested in.”

Reaction

Kingdon’s blog posting generated a wealth of comments from the Second Life community – I’d characterize the comments as mixed to fairly positive.  My own reaction to the blog posting was very positive – my use of Second Life (and other virtual worlds) would increase based on my knowledge of in-world events/happenings attended by members of my social graph.

Here are my thoughts on how to increase community engagement and social sharing in a 3D virtual world.

Facebook and Twitter

Direct Integration with Twitter, Facebook

With Avatars United, according to Kingdon, “you’ll start to build an activity feed (similar to Facebook or Twitter) that keeps you in closer touch with the people you’re connected to in Second Life.” While I see value in a single feed that aggregates content from multiple social networks, I see equal (if not more) value in direct integration of Twitter, Facebook, etc., into the virtual world.

The Twitter API and Facebook Connect make doing so fairly straightforward.  A B2B company with an island in Second Life may want to integrate a Twitter stream that displays tweets related to the company.  Similarly, the company could prompt visitors to tweet about their visit and have that message be distributed to all of the visitor’s followers on Twitter.

By enabling this, the owner of the island generates “free” promotion to the social web – and, the underlying platform gains wider reach as well.  A relevant analogy is Ustream’s Social Stream, which allows viewers to “chat with your friends over Twitter” while they’re viewing a live video.

On the Facebook front, imagine if the virtual world platform enabled Facebook Connect, thus allowing residents to sign in to Facebook and find a list of their Facebook friends who are also residents.  Then, imagine showing users a real-time list of their Facebook friends who are in-world right now, with “links” to teleport to the friends’ locations.

Borrowing from another popular service (Foursquare or Gowalla), the virtual world platform could enable residents to “check in” at different locations (islands).  Broadcasting their whereabouts to their social graph may result in more “planned encounters” within the virtual world.  If my friends just checked in to “virtual island”, I may choose to teleport and join them there if I happen to be free.

“I Like It!”

Virtual worlds could create a stronger “shared experience” by allowing visitors to leave a trail of breadcrumbs reflecting their visited locations.  If I “friend” someone in-world – or, if an in-world resident is a Facebook friend of mine, then I might want to follow the path they took during their last session.  Additionally, the platform could support location endorsements, in the same way Facebook allows me to “like” a friend’s wall posting.

As I enter a location in the virtual world, I can see whether members of my social graph previously visited – and, what their comments were.  Alternatively, I could see a list of all past visitors – with a link to view their in-world avatar and profile.  If a past visitor panned a location, but I enjoyed it, allow me to send an offline message to that user, who can read my message the next time she logs in.  This allows me to connect with other users even when they’re not online (a form of virtual world email).

Source: flickr (User: Indiewench)

Virtual World Closed-Circuit TV

Business owners leverage closed-circuit TV technology to perform surveillance of their store front or office.  Wouldn’t a similar service be useful for virtual world residents, especially those who “own” an island?  While we tend to be online during our waking hours, it may not be practical to be in-world all the time.  How about a virtual world thin client – it provides a read-only “view” of a given location, similar to closed-circuit TV.

Since it doesn’t allow you to navigate, teleport, interact with others, etc. – the client is entirely lightweight and can sit in a corner of your desktop with only a portion of the CPU/RAM consumed by the full-blown client.  So if you’re interested in a given location, the closed-circuit TV can alert you to visitors – and with one click, the thin client can launch the full client and teleport you to the location.

Services (like this one) that can instantaneously connect users are a win-win – they generate more logins to the platform and enable more connections, upon which a stronger sense of community develops.  Alternatively, the virtual world platform can provide even more lightweight notification mechanisms: it can generate an email, Twitter direct message or Facebook email whenever a user enters a designated space.  The notification could contain a link that teleports the recipient into that space to connect with the current visitor(s).

Embed Web Content In-World

As Twitter and Facebook have demonstrated, users of social services are inclined to share interesting content, often in the form of web links.  Within a virtual world, “sharing” often results in the launching of a web browser to render the shared page.  Why not provide sharing capabilities that render the shared content on an in-world wall or projection screen?  This keeps users engaged, while retaining their attention in-world.  Building upon this, I may want to look up Facebook friends and be taken to all locations in which they shared content in-world (as I have an interest in what my friends are reading and sharing).

On Demand TV (for Virtual Worlds)

Facebook has a great utility that allows me to record a video on my laptop’s webcam, upload it to Facebook and share it on Facebook.  Virtual world platforms should enable users to press a “record” button and have their current session saved for later playback.  Perhaps I’m attending an in-world concert or watching a keynote presentation – capturing a recording of the session allows me to share it with members of my social graph who weren’t able to attend.  Treet TV provides similar services (with professional quality) – this capability empowers end users to create on-demand programming with the click of a mouse.

Conclusion

3D virtual worlds have a lot to offer already – by adopting useful social sharing services, they can tap into the phenomenon (social media) that’s the force behind many of today’s most popular web sites.

Related Links

  1. Wagner James Au in New World Notes, “How To Make Second Life Truly Mass Market, Part 1: Deep Integration With Facebook

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For Software Development Teams, The World is Flat (And Virtual)

October 18, 2009

Source: flickr (User: reinholdbehringer)

Source: flickr (User: reinholdbehringer)

Software development teams are traditionally located in the same (or nearby) physical office location(s).  It’s useful for these teams to work from adjacent cubicles (or offices) as the close proximity facilitates collaboration, mentoring and joint code reviews.  In fact, the increasingly popular agile software development methodology lists the following in its Agile Manifesto: “The most efficient and effective method of conveying information to and within a development team is face-to-face conversation”.

I won’t debate this particular point, but I do think that the trends are pointing towards distributed (vs. centralized) software development teams.  Some of the factors that are causing this trend:

  1. Outsourcing and off-shore development – while the core software development team may be based out of a single physical location, corporations are increasingly leveraging off-shore development – both for its lower costs and its ability to tackle ad-hoc product requirements and requests.
  2. Working from home / telecommuting trend – whether it’s a child’s doctor’s appointment or the local outbreak of the H1N1 virus, workers are spending more and more time getting their work done outside of the office.  Ever walk into a large software development shop’s offices during the afternoon?  You probably noticed that more than half the developers’ cubicles were unoccupied.
  3. Good developers can be hard to find – your software development team’s most attractive developers may be located half-way around the globe.  Talented developers are hard to find these days – so why not extend your team’s depth but bringing on remote workers?  As an example of a distributed team working together on a large project, consider the development of the Linux kernel – according to the Linux Foundation, “over 3700 individual developers from over 200 different companies have contributed to the kernel”.
  4. Software developers and product owner in separate locations – it’s not uncommon for the software developers to be in a different location than the business or product owner who’s driving the product and project’s requirements.  As the internal customer, the product owner is obviously a key member of the team.

With all of these factors at play, it seems reasonable that alternatives need to be in place when face-to-face meetings are not possible.  And I have good news on that front – with the emergence and maturation of virtual worlds / virtual meeting technologies, there are plenty of solutions available.

Some technologies available to distributed software development teams:

  1. Virtual Meetings – e.g. WebEx Meetings, GoToMeeting, Adobe Breeze, etc.  These technologies allow users to share their desktops and participate in shared whiteboards.  With the desktop sharing, this allows one developer to “look over the shoulder” as another developer codes.  The New York  Times recently published an interesting article on pair programming – with virtual meeting technology, the “pair” can reside in separate physical locations.  A shared whiteboard may not be useful for writing code together – however, it could certainly come in handy during the pre-coding stage, to map out an architectural diagram or outline a software program’s flow chart.  For a no-cost alternative, developers can interact with audio and video on Skype, which now includes a free desktop sharing feature.
  2. 3D / Immersive Technologies – these solutions provide similar features to a virtual meeting, but add a layer of 3D and immersiveness.  There’s Second Life, of course – and there are also solutions tailored for very specific enterprise use.  Options include Teleplace (formerly Qwaq) and Forterra Systems.  Teleplace offers a solution called Program Management that seems well suited to the distributed software development team – it offers text chat, VoIP chat, video via webcam, shared documents and shared applications (all in an immersive 3D environnment).  Similarly Forterra’s OLIVE platform enables collaborative meetings, training and more.

In this “flat world” that we now live in, I expect software development teams will increasingly collaborate virtually.