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.

Philip Rosedale On Building A Business: Practice Extreme Transparency

April 2, 2009

Source: Linden Lab

Source: Linden Lab

At the Web 2.0 Expo in San Francisco, Philip Rosedale (Founder and Chairman of Linden Lab) gave a fascinating presentation titled “Extreme Transparency: Virtual Worlds, the Love Machine, and Other Practical Things That Actually Work in a 300 Person Company“.  Rosedale spoke of his methodology for growing Linden Lab (creators of the virtual world Second Life) from a small team working out of a warehouse on Linden Alley (in San Francisco) to a 320-person, profitable company with multiple locations across the globe.

Instead of a top-down approach to building the business – which starts with a grand vision and then trickles down to all the details that allow that vision to unfold – Rosedale decided to take a bottom-up approach.  An Engineer (and physicist) by trade, Rosedale was very hands-on during the early days – code that he wrote back then still resides in the Second Life software today.

Rosedale’s concept of extreme transparency means that each individual knows what every other individual is working on, accomplishing, doing, etc.  His analogy is one of a sports team (where transparency comes in the form of player statistics).  That’s not to say that Rosedale believes employees should be represented by numerical scores – rather, information should flow freely regarding each and everyone.  When that occurs, Rosedale belives that traditional management (of people) is simplified – and you end up spending much less time managing and more time doing.

Rosedale spoke of an interesting internal application called The Love Machine – an internally developed web site that allows employees to send a message of thanks to another employee.  The web site lists “Sender”, “Recipient”, “Description”, “Time Posted” and scrolls in real-time as new Love is posted.  A posting of Love autogenerates an email, such that if Rosedale entered a posting, the recipient would receive an email with a Subject heading of “Love from Philip”.

I think the point here is that “thanks” is such an easy thing to say, but how often is it really done in a business setting?  Not enough – that is, unless you have a tool (like Love Machine) to foster and facilitate it.  Rosedale noted that transparency needs to be granular – and these love posts are as granular as it gets.  Linden Lab has a data and metrics-driven culture – so of course, Rosedale presented a slide that plotted average love received per employee – to show that the trend line goes up (as more people use the tool to give thanks).

Rosedale next spoke about a Linden profit sharing plan – a certain amount of the company’s profits are divided equally among all employees – everyone from Rosedale down to individual contributors receives the same amount.  But then, employees are asked to distribute their shares to colleagues whom they feel deserving of it.  Rosedale found that profits were shared equally across functional roles (so as an example, Development did not receive an unfair share of the profits compared to another department).  This goes against conventional wisdom, which might say that certain groups would receive more favor than others.

A neat side effect of this plan is that executives get to uncover the hidden heroes of your business – those who did not have full exposure to senior management, but are highly appreciated by the masses.  The result is that their visibility in the organization is heightened – and those heroes become better appreciated.

With regard to data – Rosedale suggests that companies define the metrics that are important to the business.  Then, visualize them and keep them constantly updated.  Linden Lab leverages flat panel displays in many of their offices to display key metrics (via real-time charts).  Total simultaneous users is an important chart – if the count suddenly drops, everyone stops what they’re doing!  Linden Lab provides each employee with a personalized dashboard tool, where metrics can be dragged and dropped in – so, each employee watches (in real-time) data that’s important to them.

On measuring engagement within Second Life, metrics of importance to Linden Lab include average session length, number of Linden dollars spent and retention (since 85% of new sign-ups are gone within the first month).  Of course, a natural platform for transparency within Linden Lab is Second Life itself – and Rosedale spoke of its use for internal meetings.  Rosedale did a demo of the famed Virtual Isabel conference room, which is an in-world representation of a physical conference room at Linden’s headquarters.  A video stream of the physical conference is piped in-world and in the physical conference room, folks can go in-world from their laptops.

One audience member asked how Rosedale handles the media hype cycle – with media coverage today not as positive regarding Second Life compared to a year or two ago.  Rosedale pointed back to his key metrics – and noted that those metrics (e.g. total hours, total Linden dollars spent, etc.) continue to maintain a steady and healthy trend upward.  And that’s what matters most to him (and not what the media thinks).  Rosedale then made a casual reference to the open source movement, in which he’s become more involved of late.

For more info on the culture of Linden, their web site has a page focused on The Tao of Linden.


For Virtual Worlds Info, Here’s Whom I Follow on Twitter (and Why)

January 16, 2009

Author's "Twitter Home"

Source: Author's "Twitter Home"

The pace of change and innovation is quite brisk in the area of virtual worlds and virtual tradeshows.  How does one keep up with the pace? One tool that I use is Twitter, the popular and very useful microblogging platform.  As it relates to virtual worlds, my uses of Twitter are:

  1. Find the news of the day – I check Twitter (and FriendFeed, too) with my morning coffee, in the same way I might have walked down the driveway to pick up the morning newspaper (when I was a kid, of course!).  My RSS feeds in Google Reader are good, but I often find more applicable and more timely virtual worlds news via the folks I follow on Twitter.
  2. Stay connected with the metaverse – I discover the influencers (and, who may soon be an influencer) and keep tabs on the chatter and commentary related to virtual worlds.
  3. Distribute information – Guy Kawasaki has blogged about how he leverages his Twitter network to generate interest in Alltop.com.  You can find one relevant post here: http://blog.guykawasaki.com/2008/12/how-to-use-twit.html.  I’ll often let my Twitter followers know about new blog posts that I’ve authored.  In fact, you may notice that I’ve done just that for this blog posting!
  4. Source new business contacts and leads – Twitter moves in two directions – you follow (and receive benefits from) others, but you ought to “give back” and share information that the community (and your followers) may find useful.  When you do that, you find that your list of followers starts growing magically (Twitter users are eager to follow others have a way of finding you), which, in turn, expands your universe of potential business partners.  In fact, you may find that business opportunities will come finding you, without any action on your part (aside from being active on Twitter) – it’s happened to me, for sure.

I follow 253 people on Twitter.  Among those, I’ll provide a short list of the folks I follow specifically for virtual worlds info (and why):

  1. @malburns: Mal Burns has made 29,696 updates on Twitter, most of which are about virtual worlds news.  I don’t quite know how he can be so prodigious, but I do know that I check his tweets to get the latest news each day.  For virtual worlds, he’s my Daily News and New York Times in one
  2. @epredator: Ian Hughes is a metaverse evangelist at IBM (based in the UK) and a blogger at eightbar – he has lots of interesting insights into the metaverse.  See related interviews that I did with Ian: Part 1 and Part 2
  3. @NickWilson and @OnderSkall – Nick Wilson and Caleb Booker (OnderSkall) are executives at Clever Zebra, a virtual worlds business.  Caleb publishes a weekly “Business in Virtual Worlds News Roundup” on his blog that’s loaded with lots of useful links and articles.  Here’s a sample: http://www.calebbooker.com/blog/2009/01/11/business-in-virtual-worlds-news-roundup-jan-5-11-2009/
  4. @skribe – skribe Forti is a Digital Media Consultant at Skribe Productions – he has his fingers on the pulse of the (virtual) world
  5. @Dusanwriter – Doug Thompson is CEO of Remedy Communications who travels in the virtual world as Dusan Writer.  He blogs about virtual worlds at http://dusanwriter.com/
  6. @reubstock – Reuben Steiger is CEO of Millions of Us (http://millionsofus.com/blog/)
  7. ADDED: @Consiliera – Gaby K. Benkwitz is “Futurist, consultant, educator” who links to articles and blog entries about the metaverse.  I also subscribe to her excellent newsfeed on Friendfeed: http://friendfeed.com/rooms/metaversenews

I’m sure I’m missing some key people – so drop a comment below to let me know whom else I should be following for virtual worlds info – and, I’ll follow them!

Of course, if you want to follow me, I’m at @dshiao.


A Real Government Goes Virtual

January 4, 2009

Washington Post

Source: Washington Post

O Brave New World That Has Such Avatars in It! That’s the title of a Sunday article in The Washington Post by Michael Laris, in which he describes the efforts of the Arlington County (Virginia) government to create a presence in Second Life.  Here’s the basic idea:

Curious executives can swing by to gather market research aimed at luring grocery chains to Arlington. County officials can conduct presentations on an interactive white board as they promote the region to corporate prospects. And later this month, anyone interested will be able to join a confab on how to launch a business in Arlington.

Apparently, the Washington area has become a hotbed activity for virtual worlds:

The Bethesda-based National Library of Medicine, for instance, has created in Second Life a potentially noxious world of everyday health hazards called Tox Town, where clicking on a tower in a dusty construction site produces a list of the chemical properties of neighborhood runoff.

At the University of the District of Columbia, criminal justice students practice investigations and patrols and deal with such imaginary perp behavior as the attempted theft of Professor Angelyn Flowers’s pink convertible.

Other designers have created in Second Life a virtual Capitol Hill, where plans are afoot for a white-tie inaugural ball Jan. 20. Instructions are forthcoming on how to find a good tux.

I admire this initiative by Arlington County and encourage other governments (local, county, State and Federal) to follow suit.  I see the following benefits:

  1. The world becomes flatter and smaller, as governments get closer to their constituents (and vice versa)
  2. Governments may be able to save costs (imagine that) by utilizing the online/virtual world to connect with residents, rather than connecting in person at physical locations
  3. Assuming a critical mass of audience within the virtual world (I know, we’re not yet there), governments can efficiently distribute information, in the form of updated rules/regulations/bylaws, government news.  Also, how about regular visits by the County Executive within the virtual world
  4. Residents/constituents will feel more connected to their government, which will spur increased involvement in the community

The man behind Arlington’s virtual presence if John Feather, who is volunteering his time to make it happen.  For me, the following quote from Feather hits home:

For Feather, helping nudge the county into Second Life has opened a creative spigot.

In November, he started working on a 3D map of Arlington’s major buildings. Touching images on the map calls up Web pages about them, and he and his colleagues want to add real-time rent data and detailed visuals from architects and developers so that “when you click on that building, you go in the door.”

Such technology will eclipse standard Web sites, including the county’s, Feather said. “You’ll start to walk around places instead of going to flat pages.”

I agree – web pages will increasingly have the same 3D and interactive elements found in virtual worlds.  Web 2.0 has been fun, but the next phase of the Internet is going to be Web 3D-dot-oh.


Instant Messaging Moves In-Page

December 22, 2008

In 2008, we began to see the migration of instant messaging features away from standalone client/server systems and onto the web, residing in-line with web page content.  Thanks to folks like Meebo, Facebook and others, I see this trend taking off in 2009, as more and more social networking sites allow users to interact in real-time, right there on site pages.

In an BusinessWeek article titled “The End of Instant Messaging (As We Know It)“, Douglas MacMillan highlights this instant messaging shift.  Meebo CEO Seth Sternberg had an interesting quote in this article:

“The interesting thing about live chat is that it forces the user to focus persistently.  If a site’s [average engagement time] is three minutes, we can move it to six.”

I think an analogy can be made to engagement time in virtual events – the existence of chat (both private and public chat) extends the average engagement time of attendees.  Smart social networks will be quick to incorporate a chat/IM feature in-page on their sites, like Flixster has done with Meebo (see BusinessWeek article for more info).

I’d argue that AOL’s Instant Messenger was the true genesis of the “social web” and the emergence of Web 2.0 has been in parallel to the disparate IM systems.  Now that the two worlds are coming together, the social web becomes that much more social.  This makes social networking sites stickier — and all the more better for it.


Interview with Ian Hughes, Metaverse Evangelist (part 1 of 2)

December 17, 2008

eightbar1

Ian Hughes is a Metaverse Evangelist (at IBM) and blogger at eightbar (http://eightbar.co.uk/).  Ian and I connected to discuss virtual worlds and I posed a few questions to him.  In the first of a two-part series, I’ve posted the first five questions, along with Ian’s answers.

  1. So tell us a little bit about yourself? I am 41 year old forever tech geek. I started programming around 14. I grew up in a seaside town and watched the explosion in video games in the arcades. I wanted to know how they worked – I loved playing but was intrigued by the workings of them too. This led me to understand programming, my first Eureka moment. Oh! that’s how it works. I also look at the various combinations of tech and usage including coding as an art form, relying on intuition and flowing patterns as much as running it by the numbers. I joined IBM in 1990 as a full timer and have been here ever since, though explored lots of emerging technologies in various places, the arrival of the PC to a green screen world, client server models, web in the early days and into dot com, then that has led through web 2.0 (before it was called that) to where I am now with virtual worlds and metaverses.
  2. So you’re a Metaverse Evangelist – can you explain what that entails? An evangelist attitude is one that is not always obvious to people. Seeing and feeling a use for something, embedding it into your life and work and helping others see why they should do the same is tricky. It is a mix of sales, pr, marketing and in my case tech, delivery and understanding. By its very nature an evangelist is of no need to people who don’t know what the the evangelist is explaining, once explained, as it is so obvious the evangelist is again of no need.  Metaverse is the generic term for virtual worlds from the book Snowcrash. A few years ago I would have been a web 2.0 evangelist.
  3. What are virtual worlds platforms doing right? In my personal opinion virtual worlds are helping people understand that there is more to communicating electronically at distance than just email or telephones. They all tend to tap into the human patterns of understanding of space, proximity, visual and audio feedback. Most of the important things in understanding one another from non verbal communication. Virtual worlds can be a much richer version of a smiley 🙂 in a piece of text.
  4. Where can virtual worlds platforms improve? It tends to be people refer to usability and those first experiences people have in any virtual world, which applies to any software product, or hardware product. The experience will of course evolve, the ways of interacting will evolve, our tolerance and understanding of how to interact, the social language of virtual worlds will also evolve. So evolution is the main improvement. Also, as with the web we need to try and solve the interoperability problems, both technical, social and legal. There are clearly opportunities to explore ways to interact with various environments, this is not about a Warcraft character turning up in Second Life, it is really about people having the things they need where they need them at the time, in a suitable form.
  5. What do you see as the biggest opportunity for virtual worlds platforms? The opportunities span all human communication needs. Clearly gaming has been the growth, a multiplayer console game is as much a virtual world as a the current crop of non gaming environments. The mode of operation, of people gathering together to achieve and objective, communicating live, seeing the results, acting to deal with problems is as valid in a quest in WoW as it is in dealing with an order for a stack of goods from a customer in an enterprise. Clearly the toolset may differ, but to be able to manipulate business models, see what is going on the in the enterprise, bring the right people in to help visualize and solve the problem, live. Is a massive opportunity. It needs to be smooth for business, but its already smooth for gamers. Most gamers wont play a game if its bad, if they cant quickly do what they need to do, if they cant connect to servers etc. The same applies for business. So a combination of the needs of the gaming world, with the business world, with the social media world and we have some really interesting opportunities.