How To Use Social Media To Stay Current On Virtual Events And Virtual Worlds

April 21, 2009

In 2009, I’ve seen a surge in the volume of content published around virtual events and virtual worlds – coverage in mainstream media, blog postings, videos, podcasts and even entirely new web sites developed to cover these specific industries.  It’s all great – but with a rising volume of information comes the challenge of how to efficiently stay current.  I’ll highlight a few social media services that I use to keep current on events, track emerging technologies and find relevant commentary on all things virtual.

  1. Twitter (http://www.twitter.com)  – I published a prior blog posting regarding some of the specific people I follow on Twitter for virtual worlds information. To stay current on virtual worlds, find the authorities in that space and start reading their blogs or articles.  If you like what you find, see if they publish their Twitter handle – or, search for it yourself – and start following them.  I can easily stay current on virtual worlds by following a few select experts.  Their posts to interesting content serve as a virtual wire service for me (pun intended).
  2. Tweetbeep (http://www.tweetbeep.com) – I follow over 300 people on Twitter.  And as you may know, some of the A-level Tweeps obtain that status because of  their verbosity.  I tend to notice that a core set of 15-20 people (that I’m following) contribute about 80% of the tweets that I scan at any moment.  What’s the downside to this?  Well, that virtual events pioneer who only sends 2 tweets per day gets lost in the shuffle, as I’ll miss his tweets.  That’s why I use Tweetbeep to set up Twitter alerts by email – it’s like a Google Alerts for Twitter.  I set up search terms such as “virtual event”, “virtual tradeshow”, “virtual worlds” – and when I wake up in the morning, the alerts are there in my email inbox.  Now, if that pioneer tweets about virtual events, I’ll know what he said.  Also, I do have parallel Google Alerts configured, so that I learn about new content that Google has crawled on these same search terms.
  3. Google Reader (http://google.com/reader) – I’ll find blogs and web sites that focus on virtual – and subscribe to them (via RSS) in Google Reader.  This requires a bit more time, to skim through RSS headlines and determine what’s worth reading (similar to scanning an email inbox).  So it’s not quite as efficient as Tweetbeep or Google Alerts, but very valuable nonetheless.
  4. Friendfeed (http://friendfeed.com) – similar to Twitter, but also different – I find myself following a unique set of people on Friendfeed – and the neat thing with this service is that I can see not only their tweets, but links they’re reading via Google Reader and pages they’ve bookmarked with del.icio.us, to name a few.  In addition, I’ll check in on a Friendfeed Room called Metaverse News, where Gaby Benkwitz posts links to interesting articles about the virtual world.
  5. Facebook (http://facebook.com) – I created a Virtual Events Strategists Facebook Group – so I’ll check in there from time to time to see what’s been posted by group members (articles, images, questions, etc.) – and I’ll try to contribute to the group by posting articles that I’m reading about the industry.  I’ve also noticed that virtual event producers are leveraging Facebook Groups to promote their event – which is neat.
  6. Linkedin (http://linkedin.com) – I’ll use Linkedin to connect with folks I meet in the industry – and to keep current, I’ll check in on a few Linkedin Groups when I can (e.g. Virtual Worlds, Virtual Edge, Virtuual Events Forum, Event Managers, etc.).  Some groups tend to be more “spammy” than others – so I’ll find those with the best signal-to-noise-ratio and receive postings via a weekly digest email.

All in all, this probably involves a bit more effort than it needs to – that’s why I think the future of staying current will be about services like Tweetbeep and Google Alerts – you configure what you want to see and an “agent” goes out, finds it and delivers it to your doorstep.  Virtually, of course!


How A UC Davis Professor Leverages Second Life For Research

April 8, 2009

Professor Peter Yellowlees of UC Davis

Professor Peter Yellowlees of UC Davis

Dr. Peter Yellowlees, professor of psychiatry at UC Davis, has done some innovative work using Second Life to help educate people on schizophrenia.  I referenced Professor Yellowlees in an earlier blog posting about virtual worlds technologies that benefit the real world.  I contacted Peter to get some more information about his research and his thoughts on virtual worlds, Web 2.0 and the future.

  1. Tell us a little bit about yourself? I am a professor of psychiatry at UC Davis in Sacramento California, and I also run the UCD Health Informatics Graduate program, where we currently have over 40 graduate students enrolled in our masters and certificate programs. I trained in medicine in London, England, then spent 20 years in Australia, before being offered a position at UC 5 years ago. I am married to Barb and we have 4 grown children, and one “furry daughter” – a puppy called Lucy who  thinks she is human.
  2. Tell us how you are using technology (including virtual worlds) in your research? I use it to teach about the experience of schizophrenia. It is hard for students to imagine what it is like to hallucinate – to hear voices and see visions – and the capacity to have the avatar undergo those experiences is very helpful for the students and lets them understand about the lived experience of psychosis.
  3. When you heard of the concept of a virtual world, what was your first thought? I have been working with virtual reality for more than 10 years – I started with a CAVE (collaborative virtual environment) in Australia and developed software applications for that type of environment, and then moved “downscale” to the much cheaper more available internet environment when I came to the US.
  4. Besides Second Life, do you participate in other virtual worlds? Not currently, although I am constantly looking at other software systems, particularly the ones used by USC to model the Iraq war environment and treat PTSD.
  5. What’s missing in virtual worlds technologies that could benefit your research efforts? In SL the main missing element is the relative lack of realism of the environment – it is still rather cartoon-like and can’t compete for “reality” with the very expensive VR games that are now widely available. I would also like to see the avatars being able to change more easily on the fly, although the creation of avatar bots is great.
  6. What Web 2.0 services or social networks do you participate in? I blog regularly at http://informationagehealth.blogspot.com and am also on facebook and twitter. I have recently published a couple of ebooks at www.smashwords.com ( one of them is free) and have my own website at www.informationagehealth.com that is set up to both support patients that I see in the real world, as well as to promote my book on internet healthcare – “your health in the information age” published by iUniverse and available through Amazon and most online and f2f bookstores
  7. Do you see benefits of social networks as they relate to your research interests? I am very interested in them and would really like your readers to comment on how they think that social networks could be used in healthcare – they clearly can be a support and information system for patients but I feel they should have more capacity than this and am looking at how they can be combined with mobile environments –  I carry both a blackberry and an iPhone for instance, and am interested in how they could be used for monitoring behavior and symptoms.
  8. What are related fields of science that could benefit from virtual worlds? Certainly the social sciences – also probably genetics, by allowing us to link with unknown family members better…and many others…
  9. What does the future hold? Read my book!!!! – go to www.informationagehealth.com – the last chapter is all about the future of healthcare on the internet – lots of fascinating areas, and I think visualization of large data sets is particularly important – in 3D in virtual worlds – allowing scientists to literally get inside their data – amazing possibilities.

Virtual Berlin Relocates To Downtown San Francisco

April 6, 2009

Source: Twinity

Source: Twinity

At Web 2.0 Expo in San Francisco last week, one of the exhibitors who caught my attention was Twinity – the virtual world from Berlin-based Metaversum.  On occasion of their appearance at Web 2.0, the company issued a press release with the entertaining title, “Metaversum Takes 16 Square Miles of the German Capital to San Francisco with Twinty.”  I stopped by the Twinity booth (which, interestingly, was part of a larger presence from the city of Berlin) and received a demo of Virtual Berlin from Twinity’s CMO, Mirko Caspar.

Twinity is not unlike other virtual worlds businesses – but their unique angle is in the creation of real-life representations of cities, with each block, each building, each sidewalk recreated down to a pixel by pixel level of detail.  In fact, the Twinity motto is “powered by real life”.  I find their approach to virtual worlds interesting:

  1. Real world cities – with generic virtual worlds, any given resident has only a certain likelihood of visiting the land or island you create.  What Twinity does is start with world famous cities (e.g. Berlin, London [coming soon]) – places that everyone on Earth has heard of and might want to visit (virtually).  Whether I’ve visited Berlin or not, I might like to visit its virtual represetation – to explore a new city (if I’ve never been there) or to recall spots from my past visit – and, see how the current city has changed from the last time I visited.
  2. Land scarcity – unlike a generic virtual world, where land development is only limited by the dollars invested in new land sales, Twinity’s approach is a methodical launch schedule of selected cities.  This creates a certain level of demand and pricing power (in the cities that do exist) compared to a virtual land grab where hundreds of islands are developed over the course of a few months.  I compare it to a baseball park that consistently sells out its 30,000 seats (at a premium) vs. a McStadium of 70,000 seats that may never sell out a game.

The Twinity business model is based on four pillars:

  1. Dynamic in-world advertising (via partnership with JOGO Media)
  2. Product placement and sponsorship – with sponsorship, one can host events, in-world, for instance
  3. V-commerce and E-commerce – generate sales in-world – or, generate an e-commerce transaction that occurs outside of Twinity
  4. Virtual real estate market

In addition, Twinity has a freemium model, where basic membership is free, with premium membershp benefits available at additional cost.

I asked Caspar about the potential for cybersquatting of land assets in Virtual Berlin – for instance, what if I purchased the virtual office of a Fortune 500 company, but they come in later to claim the rights to it?  Caspar responded that certain real estate is reserved by Twinity (e.g. a national musuem, a government facility, etc.).  For business-related land, however, it’s all fair game and “first come, first served” with regard to virtual land purchase.

Twinity, however, enforces certain rules in its user agreement – if Adidas purchased the virtual land of Niketown, then Adidas would not be permitted to use their logo on virtual land associated with Nike (as an example).

Twinity is currently in public beta with Virtual Berlin the first available city.  Virtual London is on tap – and, Twinity was awarded a grant from the Singapore government to build a Virtual Singapore.  Given Twinity’s recent visit to the Bay Area, one has to wonder whether San Francisco is up next.


How Virtual Worlds Technologies Benefit The Real World

April 5, 2009

Source: Hopecam

Source: Hopecam

Let’s play word association.  “Webcam” – for me, the association is about keeping in touch with family or perhaps collaborating with colleagues and partners on business topics.  “Virtual Worlds” – my association here is 3D, fantasy, escapism and gaming.  While those associations will likely remain that way for quite some time, there have been numerous uses of virtual worlds technologies that go beyond the “neat and fun”.  It’s not an overstatement to say that they are helping humanity.

Take, for instance,  Hopecam, whose motto is “Connecting Homebound Children to LIFE”.  Founded in 2003, this Virginia-based non-profit connects children (undergoing treatment for cancer) with their friends at school with nothing more than a laptop, webcam and high speed Internet connection.  Hopecam has brought this “connection” to over 75 homebound children.  Their web site has an “Our Kids” section that profiles some of these children – and on this page, you can make an online donation to the organization.

Note: I did an earlier interview with a similar, Ireland-based non-profit, Vizitant.

The Washington Post published an article titled “Webcams Allow Students to Stay Connected“, which profiles 7-year-old Becky Wilson, who’s able to virtually attend class at Jamestown Elementary School in Arlington County via a webcam.  Becky, who was diagnosed with leukemia, is a full participant in classroom activities, according to her teacher, Lainie Ortiz:

The webcam has exceeded Ortiz’s expectations as an academic tool. When Becky tunes in for class and has a question, she raises her hand and Ortiz calls on her. During story time, Ortiz will bring the book she’s reading up to the computer, so Becky can see the pictures, too.

At the Baylor College of Medicine in Houston, Texas, researchers are leveraging a grant from the US Department of Education to “develop an intervention program in Second Life® that focuses on self-esteem, a critical element in health and wellness.”  For women with disabilities, virtual world technologies mean that access to rehabilitation services require nothing more than a computer, an Internet connection and a virtual world application:

“Second Life® allows women with disabilities to experience virtual life as an able bodied person,” said Dr. Margaret Nosek, professor of physical medicine and rehabilitation at BCM. “They can be who they want to be in the virtual world rather than living by the standards set by others,” said Nosek.

“Second Life® allows them to interact with other women while learning and practicing new self-esteem building skills in the virtual world,” she said.

The program will be available in late 2009 – the Baylor College of Medicine published a news article about this virtual intervention program.

Finally, a BBC News article titled “What it’s like to have schizophrenia” tells the fascinating story of Dr. Peter Yellowlees, professor of psychiatry at the University of California, Davis, who is leveraging Second Life to take you inside the mind of someone afflicted with schizophrenia.  Currently on a password-protected island, the purpose of this initiative is to educate people on the condition – there are clear benefits to understanding what it’s like to be afflicted schizophrenia:

“We welcome anything that proposes better understanding.”

“It broadens people’s experiences and narrows the gap between ‘us and them’.”

UPDATE: I published an interview with Professor Yellowlees regarding his use of Second Life.

The next time I login to Skype or Second Life, I’ll be thinking about the wonderful applications of these technologies and how they’re able to deeply improve the human condition.


There’s A Sparkle (IM) In My Virtual Eye

March 31, 2009

Source: Genkii

Source: Genkii

Related coverage: TechCrunch – “Sparkle: The iPhone Gets Its First Virtual World (And It’s Completely 3D)”

There’s a sparkle in my eye – it’s from a Tokyo-based company named Genkii and the product is, of course, Sparkle.  Genkii announced two products – Sparkle IM and Sparkle 3D.

Sparkle IM is an app available in the iPhone App Store (for $4.99) and supported on both the iPhone and iPod Touch.  In essence, Sparkle IM is a lightweight gateway to Second Life and OpenSim.  So you get to send and receive IM’s with your Second Life or OpenSim avatar, but without the download of the thick client.  Instead, you do it all from your iPhone.  You can find a short YouTube video on the Sparkle web page: http://sparkle.genkii.com.

Why is this exciting to me?

  1. This is the first step in the placeshifting of virtual worlds experiences – analogous to what podcasts and portable MP3 players did for music consumption.  Now, you no longer need to be tethered to a laptop or PC to experience a virtual world – you go in-world from wherever your iPhone takes you (assuming adequate cell coverage).
  2. This could foreshadow virtual event support on PDA’s (see my prior blog posting on the notion of virtual events in a wireless world).  I’ve participated in many virtual events where exhibitors told me they were on the go – but, able to check in from their BlackBerry.  And today, what’s the most critical “application” in a virtual event?  Most would say it’s the chat application.  So apply the Sparkle IM “gateway” principal to virtual events – and presto! – virtual event chat on BlackBerry’s and iPhones.  Exhibitors would love it.

On to Sparkle 3D.  The TechCrunch post provides full details (with images).  Essentially, Genkii has developed their own 3D virtual world – for use on the iPhone and iPod Touch.  The support on the iPhone is interesting enough – but what might be the game changer here is Genkii’s vision of integration – they’re considering an integration with Sony’s Playstation Home virtual world and there’s speculation concerning integration with browser-based clients, the Nintento Wii and non-Apple phones, such as those running the Android OS.

Sparkle 3D can be quite powerful and pervasive if they’re able to integrate their platform this broadly.  No other virtual world is supported across this spectrum of devices and platforms (e.g. gaming systems, PDA’s, browsers), which could make Sparkle 3D the de-facto, cross-platform standard.  What other platform has been able to gain a footprint across an equally broad ecosystem?   Adobe’s Flash.


Call for Virtual World Executive Summaries

March 23, 2009

FountainBlue produces “monthly events for clean energy, high tech, and life science entrepreneurs in Silicon Valley (US / California)”. Earlier this month, FountainBlue held its first Virtual Worlds event, ” Virtual Worlds: The Hype, The Reality, The In-Between”. I attended the event and provided a summary of the virtual worlds panelists’ discussions. FountainBlue now plans to produce an annual virtual worlds event, with the first one on September 25, 2009.  According to FountainBlue:

This annual conference will showcase where we’ve been and where we’re going in virtual worlds, featuring key stakeholders, including entrepreneurs, intrapreneurs, and investors in this space. There will be two morning panels: one on Virtual Worlds – What is it, Where Has it Been? And the second one is on: Where Will Virtual Worlds Take Us. As part of this event, we will also feature Corporate Exhibits on Virtual World and profile Six Virtual World Entrepreneurs, the winners of this business plan competition.

Here’s a draft agenda of the September event:

8:00    Networking and Registration
8:30    Welcomes and Thank Yous, Audience Input On What They Would Like Covered
8:40    Presentation on Virtual Worlds – What is it, Where Has it Been?
9:00    Questions from the Audience
9:10    Panel Discussion: Where Will Virtual Worlds Take Us?
9:40    Questions from the Audience
9:50    Morning Break, Corporate Virtual World Tables on Display
10:20  Six Virtual World Fast Pitches, 15 minute rounds each
11:45  Awards, Closure and Networking
12:00  Adjourn

FountainBlue notes the following criteria for submitting an executive summary:

Early stage, funding-bound entrepreneurs and intrapreneurs are invited to submit their executive summaries by visiting http://www.acteva.com/booking.cfm?bevaid=180447, completing the questions on the registration page (following the format available at http://fountainblue.biz/images/Executive_Summary_Submission_Form.pdf) and paying the $20-$30 registration fee by noon on August 14.

Process for Submitting Plans

March 20    First Call for Exec Summaries
August 1    Last Call for Exec Summaries
August 14  Deadline for Exec Summaries Submissions (@ noon)
Sept 15      Announcing Six Finalists (by noon)
9/15-22      Informal Meetings with Finalists
Sept 25      Annual Virtual Worlds Event, with Presentation by Finalists

Process for Pitching During the Annual Event
The Six Virtual World Entrepreneurs will be conducting fast pitches, 15 minute rounds each, broken down as follows:

  1. 3-minute pitches
  2. 3-minutes Q&A with judging panel
  3. 2-minute feedback from judges
  4. 1-minute additional feedback from the audience

For more information on this event, contact: info@svvirtualworlds.com


Identity And Access Management In The Virtual World

March 18, 2009

In the physical world, it’s quite easy and simple to separate your work identity from your personnal identity.  Work is at the office – and for some, work stays in the office.  Your personal life and family are in your home.  Similarly, access rules apply within the same structure – you have access to work-related  information in the office (even though we know that’s extended to your PDA these days) and you spend quality time with family members around the home.  It’s simple, black and white.  As we spend more time online these days (and virtual), our worlds begin to merge and what was once black and white becomes gray.

There’s no better example of this merging world than the desktop or notebook you use for work.  Let’s list out the applications you run during the work day, segmented by business vs. personal:

Business

  1. Email client
  2. Instant messaging (IM) client
  3. Browser tabs: Intranet, corporate reporting system, CRM system, ERP system, etc.

Personal

  1. Email client (e.g. Yahoo Mail, Gmail, etc.)
  2. Instant messaging (IM) client [possibly the same client you use for business purposes]
  3. Browser tabs: Facebook, Twitter, eBay, NCAA picks, etc.

Now, let’s say I’m doing a desktop sharing session  – I’m running through a demo of a virtual event and I’ve forgotten to sign out of my personal IM client.  My mother, not knowing that I’m sharing my desktop, decides to send me an instant message.  What happens is that my audience of ten gets to see a reminder from Mom to call Uncle Jasper to wish him a Happy Birthday.  A bit embarassing, but all too possible when access to your business and personal profiles are enabled by a common resource (your PC).

To provide for a separation, one solution is to utilize virtualization – run one virtual machine (VM) with all of your business applications and a different VM with all of your personal applications.  The hassle here is the need to toggle between the two – but hey, perhaps you get more work done.

Now, let’s extend things a bit – as the business use of social media and virtual worlds grows, I think the same need for separation (e.g. identity and access management) applies.  For instance, many tell me that Facebook is strictly for friends and family, while Linkedin and Twitter are used strictly for business associates.  So users are using a manual configuration to separate their social network identities (and access to those identities).

But perhaps there’s a cleaner way – something I think of as identity virtualization.  Similar in concept to virtual machines, users of social networking and virtual worlds should be able to have a base profile (information that’s globally available and applies to all identities), along with specific identities suited for a defined purpose (e.g. business, personal, etc.).  Perhaps your virtual worlds identity (for business) uses your real name, whereas your virtual worlds identity (for personal) uses a fictional name (a la Second Life).

For this to work across your social network sites, they’d all need to work together against a common standard (for profiles).  In the meantime, this concept is precisely what Facebook was thinking, when they rolled out recent changes to help users better segment updates across their Facebook friends.  So while I certainly don’t have all the answers, my simple thought is that, as use of social networks and virtual worlds grows, the identity and access management issue will become more and more important.


Insights And Experiences From Virtual Worlds Experts

March 9, 2009

On Monday evening, I attended FountainBlue’s High Tech Entrepreneurs’ Forum at Microsoft’s Mountain View (CA) campus – the event was titled Virtual Worlds: The Hype, The Reality, The In-Between and was sponsored by Microsoft and TIPS Group.  FountainBlue, a “membership-based, for-profit, collaborative organization designed to positively impact the way people, businesses and organizations work,” has organized a new sub-group around virtual worlds, which officially launched coincident with Monday evening’s event.

FountainBlue landed a true All-Star panel of Virtual Worlds visionaries and experts.  Each panel member provided thoughts on virtual worlds and then took questions from the audience.  A summary of each panelist’s thoughts follows.

UPDATE: FountainBlue has posted a summary of this event on their blog.

Steve Nelson – EVP, Chief Strategy Officer, Clear Ink

Steve is EVP and Co-Founder of Clear Ink, an interactive agency based in Berkeley, CA, who has many “claims to fame” in Second Life development. Among their Second Life projects was a simulcast of the 2008 TED Conference (in Monterey), an appearance by Newt Gingrich in-world, the development of a virtual headquarters for Linden Labs and an in-world island in conjunction with the popular sitcom The Office.

Steve started with his definition of “virtual world” – a social platform that’s immediate and immersive – quite a relevant and apt definition, if you ask me.  Steve stressed the immersiveness of 3D virtual worlds by comparing a webinar viewed “standalone” with one viewed in-world.  Steve noted higher retention and recall rates of the in-world viewing – as viewers of traditional webinars are far from immersed – instead, they’re checking their email and multitasking with other apps on their workstation.

Steve noted that Clear Ink assists companies in virtual worlds via three e’s:

  1. Expectations
  2. Experience
  3. Experimentation

In closing, Steve noted five business models for generating revenue with virtual worlds:

  1. Own the virtual world platform
  2. Sell virtual goods
  3. Create virtual worlds tools and utilities
  4. Be an agency – design, consulting, etc.
  5. Use virtual worlds effectively as an enterprise – save money and be a more effective company

Robin Harper – Former VP of Marketing and Community Development, Linden Labs

Robin took us back to the very early days of Second Life and noted that in the initial development stage, Linden Labs thought the platform was about facilitating entertainment.  Fast forward to today and Robin believes that virtual worlds are so much more than entertainment.  In the past 18 months alone, Robin notes that growth in Second Life has been driven by education and enterprise (which each have grown by 2x in that period).  There is an increased use for simulation, prototyping, design and experiential learning.  60,000 residents are profitable (meaning they generate revenue that exceeds their land costs) and the top resident grossed over $1.7MM in US dollars (real money) by selling virtual shoes.

Robin notes that the power of virtual worlds lies in the collaborative tools that are provided with minimal constraints. She compared the development of virtual worlds to the development of third world countries – growth is facilitated by allowing residents to own their own land, own the intellectual property (of their land assets) and participate in an economy that fuels commerce.  Important areas of development today are “behind the firewall” applications, as well as interoperability across worlds.

UPDATE from Robin Harper: I’d like to clarify the statement attributed to me above. The figures I reported were originally estimates based on one quarter of data, so should not be taken as more than an annualized estimate. In addition, my reference to the sale of virtual shoes was in the context of the types of industries that are generating return in Second Life. In the top group of earners based on the estimates, most were involved in the land business, and a couple were in other businesses like events management and retail/virtual goods, including shoes. For more information, please see my blog: http://couldtherebewhales.blogspot.com/2009/03/correction.html

Michael Gialis – New Business Development, Sun Microsystems

Michael works in Sun Labs, with a focus on online gaming and virtual worlds.  Sun’s technologies in this space are Project Darkstar, Project Wonderland and Project Sun SPOT.  Michael notes that the #1 barrier to virtual worlds adoption is the non-intuitive nature of the client application.  Michael’s comments stirred some discussion among the panel regarding enhanced client capabilities, such as the use of sensors in lieu of keystrokes.  Robin noted that Mitch Kapor is experimenting with a 3D camera – when you smile, your avatar smiles. Some panelists, however, noted that some contexts may require separation between your true feelings and your avatar’s expressions – for instance, in a learning environment, you may not always want your true emotions to be on display.

Anne-Marie Roussel – Business Development Director, Microsoft

Anne-Marie manages Microsoft’s digital media portfolio, which includes Xbox, Zune and MediaRoom.  Anne-Marie noted Microsoft’s early efforts in the virtual world with its Flight Simulator game – which in turn led to the development of a product called Microsoft ESP (for 3D visualization).  Anne-Marie gave the interesting example of leveraging virtual worlds for training sales staff – if you sell Ferraris, then your clientele are much different from those buying Fords, so a virtual world can train sales staff on how to interact with prospective customers and face the sorts of questions/issues that Ferrari buyers are sure to present you with.  Anne-Marie spoke of Microsoft Virtual Earth and noted work being done to marry its 3D visual maps with crime scene data (to assist local law enforcement).

Susan Stucky – Manager, Service System Design, IBM Almaden Research Center

Susan noted that IBM’s involvement in virtual worlds is not to be a platform provider – instead, IBM is platform agnostic.  Susan’s interest in the virtual world is to achieve results that would be harder to accomplish in the real world.  One example noted was the practicing of negotiations of complex deals – reviewers (of the deal maker) could provide a virtual thumbs up or thumbs down.  Trainees could then replay the segment and view the feedback as it occurred.  Susan spoke of the need to capture data to better understand in-world behavior.  IBM Researchers developed technology to take audio chat, utilize voice-to-text to transcribe it and then perform unstructured text analysis to decipher patterns of behavior.  Susan also spoke of IBM’s Sametime 3D initiative and referenced the use of Second Life to facilitate a virtual meeting for IBM’s Academy of Technology.

If you’re interested in related events from FountainBlue, have a look at their events calendar.


IBM’s Second Life ROI: The Headline Beneath The Headline

March 4, 2009

Source: Linden Lab Case  Study

Source: Linden Lab Case Study

A Case Study published by Linden Lab (the company behind Second Life), documents IBM’s use of Second Life to hold a Virtual World Conference and Annual Meeting.  The meeting, organized by IBM’s Academy of Technology, brought together 200+ participants from across the globe (virtually) and had an ROI estimated (by IBM) to be $320K.

The $320K is derived from taking initial hard costs of $80K, then factoring in $250K in savings from travel and venue costs and $150K from productivity gains (since attendees participated from their desks – and could presumably do on-the-job tasks while in-world).  So that’s ($80K – $250K – $150K) = $320K in total savings.

So that’s the headline story – and what a great story it is.  I can understand why the Case Study led with this angle – in this economic environment, any talk of significant cost savings is going to score points with the CMO, CFO, CEO and Board.  And while I’m not one to diminish cost savings that’s simultaneously eco-friendly, what excites me most about the ROI equation here is the value add that virtual provides – the headline beneath the headline.

If IBM had convened this meeting at a physical location, I’m sure the event would have been equally valuable – but, at the event’s conclusion, the walls come down and participants leave with some photographs, business cards and memories – and may never be incented to re-gather and collaborate again, aside from the next scheduled (and organized) gathering.

With virtual, however, what IBM discovered was a build it once and reap the continued benefits phenomenon.  The island(s) built for this virtual event remain available on an ongoing, 7×24 basis.  So, participants who met and collaborated with specific colleagues may want to arrange for follow-on in-world meetings to further brainstorm their ideas together.

Additionally, IBM found a way to leverage the event to support an unrelated gathering – the Academy of Technology’s Annual General Meeting, originally scheduled in Florida.  The general meeting moved virtual and included live webcasting and videoconferencing – while leveraging the pre-built island in Second Life to support 120 poster sessions.  The beauty with the ROI equation here is that the more IBM can leverage what they’ve already built, the more “R” they generate in “ROI”.  And of course, this sort of re-use is eco-friendly.


The Future Of Newspapers: Online, Interactive Communities

February 14, 2009

NYTimes.com

Source: NYTimes.com

There’s been much discussion about the future of newspapers.  Some have shuttered, others are struggling for their survival.  Business analysts and bloggers have even speculated on the future of The New York Times.  NYTimes.com had 14 million unique visitors in August 2008 (according to this Wikipedia entry).  Many web-centric businesses have been able to build large market capitalizations off a base of 14+M users.  So how can NYTimes.com monetize their users beyond display advertising?

Let’s see.  How about creating a community around these 14+M readers – and creating an interactive, real-time newspaper?  That’s right, folks.  I’m proposing that NYTimes.com be powered by a virtual event platform.  I’m NOT proposing a 3D environment with avatars.  Instead, I’m proposing a 2D “tradeshow-like” platform that would enable a business that’s rich in content (and, deep in Editorial talent) to best monetize their resources.

So let’s break down what this might look like:

  1. The newspaper’s main sections each map to “booths” within the platform – Of course, we’re not going to call these booths – I’m just drawing a parallel to the virtual tradeshow (VTS) model.  But, the functions and features here are the same that power a VTS booth.  So for NYTimes.com, there are “booths” labeled World, U.S., Politics, Business, Sports, etc. – you get the idea.
  2. The booth is the central holding place for that section’s content – Just like a newspaper has a front page – in a booth, the day’s content is rendered prominently as you enter – and, Editors swap out stale content (into the booth’s archive) for fresh content.
  3. Editors staff the booth and connect with readers – To me, this is the real game changer with this concept.  Editors (when time permits) can login to the environment and interact in real-time with readers.  What better a way to find out what your readers are interested in?  And, what better a way to find and connect with sources for you and your reporters?
  4. Readers interact with other readers – Another game changer here, as the platform would allow readers to tap into social networking to interact with other readers, all in the context of your content.  Valuable interactions keep those readers coming back in for more, creating site loyalty.

So imagine I enter the NYTimes.com Sports Booth – and I see this:

NYTimes.com

Source: NYTimes.com

I can click on Harvey Araton’s profile and read about Harvey’s interests and specialties.  If Harvey is online, perhaps I initiate a chat session with him – or, I drop him an in-show email to tell him I read his articles.  This provides a benefit for both of us – I feel directly connected with NYTimes.com – and, Harvey is able to efficiently connect directly with his readers.

Now granted, with 14+M people, it may be quite a challenge for Times Editors to spend time in an online community, juggling between user-initiated chats and their “real job”.  However, what if each attendee of this environment was a paying member?  Perhaps that changes the equation a bit.  So let’s talk about monetization opportunities:

  1. Advertising – NYTimes can sell “run of booth” or “run of platform” ads – and also offer up specific areas of the environnment for sponsorship (e.g. Networking Lounge sponsored by American Express).
  2. Direct Response – The platform (using a pay per click model) could house placements of advertiser content and drive clicks to advertiser web sites
  3. Subscription – Start off with a freemium model – anyone can access the environment at no cost, but certain features (e.g. access to premium content, ability to chat 1-on-1 with a Times Editor, ability to participate in real-time Q&A sessions, etc.) require a paid subscription
  4. A la carte content monetization – Why not create “booths” that house the entire archive of New York Times content.  Staff these booths with digital archivists, who can search through the virtual microfilm and find you the article you need.  Only premium (paid) members get access to these booths – and, you pay for each article that’s delivered from the archive.
NYTimes.com

Source: NYTimes.com

Now, let’s talk about the social media angle.  The Times could support the “Talk to the Newsroom” feature (above) via a real-time, text-based grroup chat!  They could even have the host be visible via a webcam, if so desired.  Here are some possibilities:

  1. Scheduled chat sessions with Editors, Publishers, executives, etc. (e.g. “Talk to the Newsroom”)
  2. Columnist and subscriber blogs – Published directly within the environment, with support for comments
  3. Forums around the paper’s main topics
  4. Presence indication – Provides readers with the feeling that they’re part of a global community. Reading the newspaper (which used to be a somewhat private experience) now becomes a communal one, where you’re reading, you’re sharing and you’re interacting – with other interested parties from around the world
  5. Real-time briefing rooms or crisis centers – Recall how quickly Twitter spread the news about the Mumbai terrorist attacks.  Why not have ad-hoc briefing rooms where NYTimes.com readers can engage around breaking news and current events?  In this scenario, the “daily newspaper” transforms into a real-time, 7×24 “always on” environment.

So some day, when I get my morning coffee and sit down with NYTimes.com, I’m hoping I’ll see you “there”.