Two of my interests are virtual worlds and enterprise collaboration. I attended an event recently that touched on both of these interests. Two University professors talked about their recently released book on collaborative learning in virtual worlds.
In the early days of education, the predominant model was a master/apprentice one which didn't scale as the population grew and as democracy became popular. So, the model switched to a declarative one. Now, with the advent of 3D virtual worlds such as Second Life, the apprentice model becomes scalable since there is no economic boundary to physical location anymore.
Other movement has indicated an increased interest in virtual worlds for the enterprise. SAIC, Inc. provides scientific, engineering, systems integration, and technical services and solutions to various branches of the U.S. military, agencies of the U.S. Department of Defense, the intelligence community, the U.S. Department of Homeland Security and other U.S. government civil agencies, state and local government agencies, foreign governments, and customers in select commercial markets. They have recently acquired Forterra Systems, Inc. which provides a virtual world technology focused on enterprise training.
What do you think? Will virtual worlds ever mature beyond that of video games? Is there a legitimate use of virtual world technology in the enterprise? I'd be interested in your opinions.
Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts
Friday, February 12, 2010
Sunday, May 10, 2009
Implementing Virtual Worlds in Business
I occasionally cover stories on enterprise focused virtual worlds technology because I believe that it shows some promise and could, therefore, become a relevant trend. Last week, I attended an event in Second Life hosted by Nokia on this topic.
This event had a question oriented talk show format in which representatives from IBM, Linden Labs, Nokia, and Remedy Communications promoted their respective company's efforts in enterprise virtual worlds.

I hope that I don't have to explain who IBM and Nokia is and why they might be interested in enterprise virtual worlds. IBM hosted their own two day conference on the subject not too long ago. Their representative at this event was Zha Ewry who is a male using a female avatar in a professional role.
Linden Labs is the company behind Second Life. They host a public grid and sell the platform to companies who want a virtual world behind the firewall.
Remedy Communications is a marketing company who specializes in developing marketing collateral in virtual worlds. They have recently become a reseller for Rivers Run Red who competes with Linden Labs in what they brand as the immersive enterprise collaboration space. Their representative at this event had an avatar named Dusan.
Someone from Sun Microsystems was supposed to be here too but never showed up. Considering their recent change in leadership, I can only assume that there was a sudden and last minute change in plans.
One of the biggest things I learned at this event is that there are now several video sites devoted to enterprise virtual worlds. Metanomics takes on an education based approach to fostering corporate appreciation for virtual worlds. Treet.tv will be launching later this summer. They have both an entertainment and a business focus and are a spin off of SLCN. All of these Internet video broadcast sites feature shows exclusively filmed in Second Life.
One of the advantages to a virtual world event is the presence of a back channel in which the attendees can comment amongst themselves while the event is taking place. The presenters get to monitor the back channel in real time. I learned in the back channel about an European conference called MetaMeets about the present and future of virtual worlds (also called the 3D web).
I go into more details on the content of this talk in my blog at the Toolbox for IT Knowledge Sharing Community.
This event had a question oriented talk show format in which representatives from IBM, Linden Labs, Nokia, and Remedy Communications promoted their respective company's efforts in enterprise virtual worlds.

I hope that I don't have to explain who IBM and Nokia is and why they might be interested in enterprise virtual worlds. IBM hosted their own two day conference on the subject not too long ago. Their representative at this event was Zha Ewry who is a male using a female avatar in a professional role.
Linden Labs is the company behind Second Life. They host a public grid and sell the platform to companies who want a virtual world behind the firewall.
Remedy Communications is a marketing company who specializes in developing marketing collateral in virtual worlds. They have recently become a reseller for Rivers Run Red who competes with Linden Labs in what they brand as the immersive enterprise collaboration space. Their representative at this event had an avatar named Dusan.
Someone from Sun Microsystems was supposed to be here too but never showed up. Considering their recent change in leadership, I can only assume that there was a sudden and last minute change in plans.
One of the biggest things I learned at this event is that there are now several video sites devoted to enterprise virtual worlds. Metanomics takes on an education based approach to fostering corporate appreciation for virtual worlds. Treet.tv will be launching later this summer. They have both an entertainment and a business focus and are a spin off of SLCN. All of these Internet video broadcast sites feature shows exclusively filmed in Second Life.
One of the advantages to a virtual world event is the presence of a back channel in which the attendees can comment amongst themselves while the event is taking place. The presenters get to monitor the back channel in real time. I learned in the back channel about an European conference called MetaMeets about the present and future of virtual worlds (also called the 3D web).
I go into more details on the content of this talk in my blog at the Toolbox for IT Knowledge Sharing Community.
Wednesday, April 8, 2009
IBM Virtual Worlds Conference

I just got back from a two day conference that IBM hosted on Second Life called Beyond Blogging which is a conference billed as by IBMers primarily for IBMers but also open to the public. I believe that this conference was organized by IBM's Seeking Business Value from Investment in Virtual Worlds on the 3D Internet group.
The first day of the conference was more about how cool Second Life is for consumers. My own interests in Second Life are more towards how the enterprise can use virtual worlds as an affordable way to telepresence for remote teams to web seminar with a back channel, all in an easy to use HUD. That is why the second day of the conference held more interest to me. They billed this as "virtual worlds behind the firewall."
The first speaker of the second day was Neas Bade (Sean Daque) who is a developer for OpenSim which is a 3D Application Server that can be used to create a virtual world which can be accessed through a variety of clients and on multiple protocols.
He talked about the Open Source Metaverse where you can create your own simulator and connect it to a public grid for free. He talked about some EAI for OpenSim such as LDAP and web integration. When asked about integrating virtual worlds with cloud computing, he referred to a small group of analysts called RedMonk.
The second speaker for the second day was Rufus TT Horsefly (Neil Cats) who talked about how IBM asked Linden Labs to bring up an instance of Second Life within the IBM firewall on their blade center hardware (they had 250 users per session) in order to host their AOT Conference. Some of the lessons learned here was the importance of identity for attendees including the use of realistic avatars and the need for helpers and for training including help with installation of the HUD and with getting voice chat to work. He also talked about integration with their Domino product and an offering of theirs called Sametime 3D.
From this conference, I definitely get the sense that IBM is anticipating increasing corporate interest in virtual worlds as a way of mitigating travel expenses for remote teams to work together and as a way to reach out to customers in a way that is more affordable than the traditional conference model.
June Update: Now it's official. IBM's New Meeting Platform is Based on Open Sim.
Thursday, January 15, 2009
Enterprise Architecture Talk on Second Life
I've blogged about the current global recession's affect on innovation before. I have blogged many times about the waxing and waning of virtual worlds technology called Second Life. Now, I get to blog about both subjects simultaneously.
I recently attended a presentation in Second Life by Gene Leganza of Forrester Research, Inc called Six Trends for Enterprise Architecture Professionals in 2009. This presentation was held at a meeting space on Second Life owned and operated by a small business development networking brokerage firm called Unique Customer Service Approach International. It looked a lot like a proper lecture hall with some virtual world style embellishments like giant, floating question marks that you click on when you want to ask a question. The speaker used voice chat but you could use the Second Life Instant Messaging feature to ask questions. You also had to click on your chair to cause your SL avatar to clap.
The talk itself was very informative and well thought out. I have blogged elsewhere on the actual content of the presentation but the upshot is this. Times are tough so you Enterprise Architects out there need to actually start doing what you were originally hired to do which was to deliver software development process, methodology, and architecture that is optimized at increasing long term shareholder value. Please excuse my attitude but I am passionate on the subject.
I recently attended a presentation in Second Life by Gene Leganza of Forrester Research, Inc called Six Trends for Enterprise Architecture Professionals in 2009. This presentation was held at a meeting space on Second Life owned and operated by a small business development networking brokerage firm called Unique Customer Service Approach International. It looked a lot like a proper lecture hall with some virtual world style embellishments like giant, floating question marks that you click on when you want to ask a question. The speaker used voice chat but you could use the Second Life Instant Messaging feature to ask questions. You also had to click on your chair to cause your SL avatar to clap.
The talk itself was very informative and well thought out. I have blogged elsewhere on the actual content of the presentation but the upshot is this. Times are tough so you Enterprise Architects out there need to actually start doing what you were originally hired to do which was to deliver software development process, methodology, and architecture that is optimized at increasing long term shareholder value. Please excuse my attitude but I am passionate on the subject.
Thursday, November 20, 2008
Lively No More
I have blogged earlier about the coming of massive, multi-player, virtual on-line worlds before. Permit me to recap here.
Part of the excitement in this space was the fact that other, fairly big, players were starting to join it. Well, today, one of those players announced that they were leaving the space. Google announced that they were pulling the plug on their version of this space now ironically called Lively.
I never participated in Lively so I can't speak to what the experience was like. Some say that the place was a ghost town. Others say that the performance of the client software was terrible. If you have used the service, then please leave a comment here as to your thoughts about it and any possible reasons why Google made this decision.
Feb 2009 Update:The NY Times mentioned this in piece entitled How Google Decides to Pull the Plug. It was not very in depth. Basically, Google pulled the plug because it wasn't popular. It didn't try to attempt to answer the question as to why it wasn't popular.
- Think of it as a 3D version of the web where you can see and interact with other viewers on any page/room.
- Think of it as a cartoonish version of telepresence on a budget.
- It's a natural fit for an artificial economy or other operant conditioning systems for rewarding desirable behavior.
- It might have entertainment possibilities like a more interactive form of television.
- Obviously, the role based, game playing versions of this have been very successful.
Part of the excitement in this space was the fact that other, fairly big, players were starting to join it. Well, today, one of those players announced that they were leaving the space. Google announced that they were pulling the plug on their version of this space now ironically called Lively.
I never participated in Lively so I can't speak to what the experience was like. Some say that the place was a ghost town. Others say that the performance of the client software was terrible. If you have used the service, then please leave a comment here as to your thoughts about it and any possible reasons why Google made this decision.
Feb 2009 Update:The NY Times mentioned this in piece entitled How Google Decides to Pull the Plug. It was not very in depth. Basically, Google pulled the plug because it wasn't popular. It didn't try to attempt to answer the question as to why it wasn't popular.
Tuesday, July 15, 2008
The Second (Life) Coming
Some recent announcements show movement on the part of Linden Labs to open up their protocols for Second Life such that others can host servers to participate in a federated, 3D version of the world wide web.
This is not Linden Labs first journey into open source when they released an open source version of their HUD. What's different this time is that they are taking steps toward releasing server code and protocols such that others can host virtual worlds on their networks which you could teleport to using the Second Life HUD. It still has a long way to go but it is a step in that direction.
Linden Labs isn't the only one using open source as a way to leverage themselves into a larger market where they have to share. This larger trend of moving from content provider to content platform provider means that Linden Labs has to give up a share of the revenue pie in order to be a founding participant in the vision of a World Wide Web where web pages are replaced with 3D virtual spaces and surfers who happen to be visiting that place at the same time get to text message each other.
Considering the impact of Web 2.0 and social networking on the web, I believe this to be a very natural and obvious evolution of the web. There are plenty of competitors who would love to beat Linden Labs to this punch so perhaps that is their "bottom line" motivation to move in this direction.
This is not Linden Labs first journey into open source when they released an open source version of their HUD. What's different this time is that they are taking steps toward releasing server code and protocols such that others can host virtual worlds on their networks which you could teleport to using the Second Life HUD. It still has a long way to go but it is a step in that direction.
Linden Labs isn't the only one using open source as a way to leverage themselves into a larger market where they have to share. This larger trend of moving from content provider to content platform provider means that Linden Labs has to give up a share of the revenue pie in order to be a founding participant in the vision of a World Wide Web where web pages are replaced with 3D virtual spaces and surfers who happen to be visiting that place at the same time get to text message each other.
Considering the impact of Web 2.0 and social networking on the web, I believe this to be a very natural and obvious evolution of the web. There are plenty of competitors who would love to beat Linden Labs to this punch so perhaps that is their "bottom line" motivation to move in this direction.
Labels:
Google,
IBM,
MMORPG,
open source,
OSS,
Second Life,
social media,
web 2.0
Monday, June 2, 2008
Gaming and Video Convergence Reloaded
I keep my eyes open for examples of technology convergence such as the convergence between the movie and the video gaming industries. That's why this announcement caught my attention.
The details are a bit sketchy at the time of this writing and the announced deadline is way out but it looks like the Sci Fi Channel is going to simultaneously co-produce both a TV show and an MMORPG.
How is this is different from other movie/MMORPG combinations such as Star Wars and The Matrix? In those two Sony franchises, the movies were made first then the MMORPG followed. The story arc of the game always follows what has already been revealed in the movies.
It appears that what might be different this time is that both the television producers and the game designers will have equal creative say in the franchise. The writers of the series will study what the gamers have done online to work plot elements into the show. They may also schedule events online that dovetail with what is going on in individual episodes. This new innovation kicks media demographic research up a notch from other convergence ties such as CSI:NY on SL.
The details are a bit sketchy at the time of this writing and the announced deadline is way out but it looks like the Sci Fi Channel is going to simultaneously co-produce both a TV show and an MMORPG.
How is this is different from other movie/MMORPG combinations such as Star Wars and The Matrix? In those two Sony franchises, the movies were made first then the MMORPG followed. The story arc of the game always follows what has already been revealed in the movies.
It appears that what might be different this time is that both the television producers and the game designers will have equal creative say in the franchise. The writers of the series will study what the gamers have done online to work plot elements into the show. They may also schedule events online that dovetail with what is going on in individual episodes. This new innovation kicks media demographic research up a notch from other convergence ties such as CSI:NY on SL.
Labels:
cinema,
convergence,
games,
MMORPG,
movie,
science fiction,
Second Life,
video
Tuesday, January 22, 2008
A Second Look at Second Life
Jon Coffelt is an artist who originally came from the Southeast but now lives and works in Manhattan. I have seen his impressive flat-work (particularly his Cosmos and his Circuit series) featured in galleries in Atlanta, Birmingham, and Miami. His latest show is hanging in a gallery no where in this world. Rather, he is now showing in a gallery called Ten Cubed which is located only in Second Life.
Second Life is an online, virtual, three dimensional, MMORPG without the G (for game) but with an E (for economy). MMORPGs have a long history that predates the Internet. These early precursors where called MUDs and MOOs and were primitive, text based worlds. Today's MMORPGs are sophisticated, graphically and interactively rich environments. The more popular ones include Ultima Online, World of Warcraft, Guild Wars, EverQuest, EVE Online, and RuneScape.
Are these games the competition for this creation of Linden Labs? Well, they are in terms of online mind-share. If you are playing RuneScape, then you are most probably not in Second Life. But Second Life is most certainly not a game in the traditional sense and the kind of people that hang out in RuneScape are not likely to enjoy Second Life. My guess is that the closest competitor to Second Life would be Entropia Universe.
Second Life has many detractors, including a story on the American Public Media radio series called Marketplace that aired very recently. They also have some proponents too. People like Jon would like to know the answer to this question. Just how much value does Second Life hold for them? Is Second Life a novelty which will soon run its course or is it the next wave of wealth creation that is going to be on the same level as Google AdWords?
The answer is both and neither. There is the now famous story of a Chinese born language teacher living near Frankfurt, Germany who has done quite well with her Second Life avatar Anshe Chung. The way it works today, there are two levels of wealth creation within Second Life. There are real estate agents (who rent you a place to stay in Second Life) and there are content creators (who help you decorate it). But you don't have to buy or own anything to be in Second Life. I am a homeless person there (i.e. no property) and we are the majority.
I believe that Linden Labs needs to upgrade their business model in order to scale Second Life up to household word status. Currently, they base their business on a real estate market model. Companies, like Ten Cubed, go in to rent a place for a monthly fee in order to attract customers. Artists, like Jon, hope to sell their art in places like Ten Cubed. I believe that Linden Labs should transition their business to an online advertising model and make Second Life more like a 3D virtual reality version of the Internet. Revenue should be based on impressions and not on floorspace.
For most of us functional, enfranchised folks, Second Life is not a much needed place to escape from first life. Rather, it is just another way to surf the web but a three dimensional web that has support for collaboration and communication built in.
Second Life is an online, virtual, three dimensional, MMORPG without the G (for game) but with an E (for economy). MMORPGs have a long history that predates the Internet. These early precursors where called MUDs and MOOs and were primitive, text based worlds. Today's MMORPGs are sophisticated, graphically and interactively rich environments. The more popular ones include Ultima Online, World of Warcraft, Guild Wars, EverQuest, EVE Online, and RuneScape.
Are these games the competition for this creation of Linden Labs? Well, they are in terms of online mind-share. If you are playing RuneScape, then you are most probably not in Second Life. But Second Life is most certainly not a game in the traditional sense and the kind of people that hang out in RuneScape are not likely to enjoy Second Life. My guess is that the closest competitor to Second Life would be Entropia Universe.
Second Life has many detractors, including a story on the American Public Media radio series called Marketplace that aired very recently. They also have some proponents too. People like Jon would like to know the answer to this question. Just how much value does Second Life hold for them? Is Second Life a novelty which will soon run its course or is it the next wave of wealth creation that is going to be on the same level as Google AdWords?
The answer is both and neither. There is the now famous story of a Chinese born language teacher living near Frankfurt, Germany who has done quite well with her Second Life avatar Anshe Chung. The way it works today, there are two levels of wealth creation within Second Life. There are real estate agents (who rent you a place to stay in Second Life) and there are content creators (who help you decorate it). But you don't have to buy or own anything to be in Second Life. I am a homeless person there (i.e. no property) and we are the majority.
I believe that Linden Labs needs to upgrade their business model in order to scale Second Life up to household word status. Currently, they base their business on a real estate market model. Companies, like Ten Cubed, go in to rent a place for a monthly fee in order to attract customers. Artists, like Jon, hope to sell their art in places like Ten Cubed. I believe that Linden Labs should transition their business to an online advertising model and make Second Life more like a 3D virtual reality version of the Internet. Revenue should be based on impressions and not on floorspace.
For most of us functional, enfranchised folks, Second Life is not a much needed place to escape from first life. Rather, it is just another way to surf the web but a three dimensional web that has support for collaboration and communication built in.
Monday, July 9, 2007
Making Fun of MMORPG
Two of my favorite interests are media and technology. This blog post discusses two very funny convergences of these two topics that I ran across recently.
The technology being parodied is the MMORPG or Massive Multiplayer Online Role Playing Game. The media that is doing the parody are The Simpson's and an entry on YouTube.
If you do not already know about The Simpson's and you are reading this blog entry, then you are either not a member of the human race or today is the first day out of your twenty year old coma. I won't even try to describe this TV cartoon show to you. The episode to watch is episode 17 from the 18th season, entitled Marge Gamer. After being publicly embarrassed by not having an email address, Marge decides to explore this Internet thing and ends up subscribing to a parody of Ever Quest. Once again, Groening does an excellent job being on target with the subject of his good natured ridicule.
It is possible to be alive in the age of the Internet and not know about You Tube but don't admit that or you might be branded as a Luddite. You Tube is a social networking site whose media is video. Some former PayPal employees started this puppy and was able to sell it to Google about a year and a half later. If you don't know about You Tube, then you don't have young children or you don't talk to them. You Tube is very popular amongst the younger demographic.
The video that I ran across on You Tube is a great parody of Second Life but only if you have ever been on Second Life. Otherwise, you won't understand it at all. It could be argued that Second Life is not a MMORPG. It is massive. It is multi-player. It is online. The only role that you are playing is whatever you decide the persona of your avatar is. Is it a game? Well, it is a game in the infinite sense but not in the finite sense. It could also be branded as a social networking site with a 3D virtual world interface.
What are Finite and Infinite Games? To answer that, you should read James Carse's book of the same name. I have also blogged about this elsewhere.
The technology being parodied is the MMORPG or Massive Multiplayer Online Role Playing Game. The media that is doing the parody are The Simpson's and an entry on YouTube.
If you do not already know about The Simpson's and you are reading this blog entry, then you are either not a member of the human race or today is the first day out of your twenty year old coma. I won't even try to describe this TV cartoon show to you. The episode to watch is episode 17 from the 18th season, entitled Marge Gamer. After being publicly embarrassed by not having an email address, Marge decides to explore this Internet thing and ends up subscribing to a parody of Ever Quest. Once again, Groening does an excellent job being on target with the subject of his good natured ridicule.
It is possible to be alive in the age of the Internet and not know about You Tube but don't admit that or you might be branded as a Luddite. You Tube is a social networking site whose media is video. Some former PayPal employees started this puppy and was able to sell it to Google about a year and a half later. If you don't know about You Tube, then you don't have young children or you don't talk to them. You Tube is very popular amongst the younger demographic.
The video that I ran across on You Tube is a great parody of Second Life but only if you have ever been on Second Life. Otherwise, you won't understand it at all. It could be argued that Second Life is not a MMORPG. It is massive. It is multi-player. It is online. The only role that you are playing is whatever you decide the persona of your avatar is. Is it a game? Well, it is a game in the infinite sense but not in the finite sense. It could also be branded as a social networking site with a 3D virtual world interface.
What are Finite and Infinite Games? To answer that, you should read James Carse's book of the same name. I have also blogged about this elsewhere.
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