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RAAT KI RAANI

here, there, everywhere...
Articles Posted: 74  Links Seeded: 448
Member Since: 2/2007  Last Seen: 5/14/2012

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Where Are Virtual Worlds Leading to?

Thu Aug 2, 2007 3:31 PM EDT
technology, social-media, web-2-0, social-networking, second-life, virtual-worlds, 3d-internet
By Raat ki Raani

Photo by Scott Robinson. (License: Creative Commons Attribution)

Flickr Photowalk in Southpark

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It will not have escaped your attention that the popular press and television has been extensively featuring the 3D virtual world at Second Life. Interest from the media is mainly because many of the world's top companies have established a presence in Second Life to experiment how to position their brands to a new generation of consumers.

What may not be so obvious is that, as in many other Web Technologies, there is a serious business use emerging. Think about simulation, training to engineering design, perhaps even to pilot a mock up of an exhibition stand. China has announced it will support a Virtual World for millions of its citizens as a way to overcome physical infrastructure and its limitations in the country.

Inspired by the recent seed by Deep Thought on the projected growth of Second Life , coupled with some of the seeds that I have had here and deep interest in this space, I would like to touch on my perspectives of Virtual Worlds and the impact they are making from technology, business and social perspectives.

IBM and MIT recently co-hosted "Virtual Worlds: Where Business, Society, Technology and Policy converge" which witnessed a strong presence from global corporations spanning many industry sectors. From Bank of America to BMW and GM to Target. Toyota said they are investing six figure sums to reach what they claim are the next generation of consumers in their own environment.

Virtual Worlds are creating massive (some argue disproportionate) interest currently. Second Life, clearly the most popular, is home to nearly 100 global (or major national) enterprises in addition to 4.5 million registered citizens. But the impact has already crossed beyond people and businesses. Why, even the Swedes have their own embassy! CyWorld is used by 80% of South Koreans under the age of 20. The Chinese announcement will attempt to reach out to some 150 million people. To keep up with everything you ever want to know on Virtual Worlds (and are not afraid to seek), Reuters has its own bureau in Second Life, and its business reporting service is at Second Life Reuters .

"What is a "Virtual World?" is the most frequent question from those who still view the Internet as an alien force. I do not think the question would apply to anyone here, but it is worth some kind of definition. I understand it as a computer-based simulated environment intended for users to inhabit and interact via avatars (and don't we know all about 'em). The habitation takes the form of a 3-dimensional graphical representation of the various aspects of the real, physical world with rules such as gravity, topography, locomotion and real-time actions, with communication (until recently only in the form of text) now being real-time voice communication using VOIP as it becomes available. A Virtual World is a persistent (and pervasive) environment that continues to exist after you leave, unlike a user-defined application.

This type of Virtual World, developed through massive online multi-player gaming, and encompassing role-playing through the creation of personal avatars, was a major part of its initial success and take-up. Popular examples like World of Warcraft, EverQuest, Ultima Online and Lineage need little introduction to most here. The attraction started by Second Life was that it does not involve gaming, but rather creation of a world that develops in response to wishes of its "citizens'' to provide the kind of environment they want to "inhabit". This has led to the advent of a new term, "Networked Virtual Environments" (NVEs) to describe online platforms. Here, participants are immersed in 3-dimensional representations. These are sometimes referred to as immersive environments. NVEs represent the next potential stage of major development of collaboration tools. Especially of note, they offer added value when objects are involved―they can be "seen" more clearly as 3D representations.

Second Life is the easiest to understand commercially. Historical data released by its proprietors, Linden Labs, shows it has nearly 2 million active users ("residents" who have been there in the last 60 days) and sales between residents. It uses its own unique currency, "the Linden". A Linden had a fluctuating conversion rate of between 260-320 to $1 USD during 2005-2006. The Linden can be converted into US Dollars by several well known banks. Some (like ING Group) even allow purchases to be made in Second Life on a standard credit card for recharge to the cardholder in its national currency.

Linden Labs makes its money from the sale of "land" to residents who, after purchase, pay a subscription to continue to own the land. It is the owners challenge to decide how to use the land. That runs all the way from individuals creating their own buildings as "homes" to which they invite friends for socializing (or whatever that can lead to) with a consequential market for furnishings, etc. to business use. The most compelling example of the latter is IBM who has over 5,000 employees working in Second Life. The Second Life economy in 2006 was estimated at more than US$600 million by an analyst tracking Virtual Worlds and its growth. Most of you will be familiar with the case of the Chinese woman who is a real life millionaire from her Second Life income. Serious money indeed for any world, especially one that is Virtual!

A quick round up of activities across industries hints at a variety of reasons for the growth of, and presence in, Virtual Worlds. Automotive is a good one to study with most global brands already present. General Motors, Nissan and Toyota were early adopters of the ability to offer test drives which in reality were more like driving games. But this has now broadened into making Second Life a part of the overall marketing mix complete with links into first world activities such as this example into a mainstream UK Newspaper The Telegraph . The use of Second Life is rapidly becoming an industry-wide shift driven by experimenting with new ways to use 3D experiences to interact with existing or potential customers. For the automotive industry with tangible physical products it is the addition of 3D to represent their products on the Internet that provides critically new capabilities.

Launches of new models are made at manufacturers' sites in Second Life in the same manner as at their own physical premises. This includes "free gifts" to encourage visitors to attend a given launch. Mercedes launched their new C Class on Second Life with visitors who registered and visited being offered a free set of Mercedes Racing overalls complete with a helmet for their avatar to wear. Neat and almost totally free of cost, it doesn't need a degree to work out the potential of marketing and PR from that alone! Marketers say that the issue is how to market to, and engage with, a generation that has grown up with gaming and being online as a major source of their entertainment and information. On Second Life they can now buy the car of their choice as a 3D model that they can use to drive around and visit different locations in the Virtual World. Even when they may not be old enough to do so in their real lives, when they are, guess where these guys are going to "drop in" for their first "real life" test drive?

Johnson Controls sees a different approach. When you have a 3D representation of your real life house created in a Virtual World, you can access it from anywhere in the world via an internet device. That way, you can check to ensure that everything is in order. You can also adjust the heating, reset the alarms, etc. Who knows, if all else is easy to hand, you could even order that robot to dust off the covers, start the slow cooker and open the vino tinto for your impending arrival in a few hours! Consumer companies are experimenting how to extend the rapid growth in "social networking," (now that's very familiar) into something that connects to their "brand," and its use in a Virtual World.

To summarize, there is a strong belief that Virtual Worlds will develop as the medium in which the current "Internet Generation" will increasingly combine various aspects of their lives as they link social networks to gaming, to making choices on what and how to buy. Come to think of it, the title of the MIT and IBM event was well chosen indeed. In the seed by Deep Thought, Linden Labs suggest that Second Life will dwarf the Internet in ten years. I wonder. I wonder if Virtual Worlds will actually make the Internet as we know it now largely redundant. Welcome to the future. Welcome to the 3D Internet. One day, we will be engaging on hot topics on Newsvine in a Virtual World. And if I don't much like the sound of your tone in a heated argument, I could just be able to show my contempt and pour some paint on your avatar. Or alternatively, we could have a Group hug in a VineMeet somewhere in a tropical island.

Give me sunshine; give me hope. What do you think?

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  • Public Discussion (61)
Raat ki Raani

Most sources for the data are widely available on the Internet. Second Life, technology blogs and online media have been my primary avenues to gather perspectives although it is something that I have been following for a few years. So my views here are entirely personal but based on social trends and evolution.

  • 3 votes
Reply#1 - Thu Aug 2, 2007 3:36 PM EDT
Spuds Stuff

I have tried Second Life a bit but wasn't that impressed. Maybe if I had more time I could get into it more. I am certain that the Internet will one day be one big massive virtual world. Of course that will be quite a few years away yet.

  • 1 vote
Reply#2 - Thu Aug 2, 2007 4:37 PM EDT
Raat ki Raani

I know what you mean about Second Life as it is currently. Most of us (myself included) have only viewed it from a purely entertainment context. But its move into a world beyond pure entertainment is already well on the way. As you say, the potential is there for Virtual Worlds to become mainstream ways of communicating, entertaining, and collaborating with others in a remote, safe environment.

It is the collaborative aspects that will drive much faster innovation and adoption of new ays to push its development much further than has been the case. Many aspects of the infrastrcuture are already either there or fast converging. So it may not really take that long for vision to turn to reality. One example of the benefits of collaboration and innovation off the top of my head is You Tube.

  • 2 votes
#2.1 - Thu Aug 2, 2007 4:44 PM EDT
Reply
Deep_Thought

Excellent article. It provides a solid background to the technology and good understanding of where it is going.

I'm beginning to think what is needed is promo trailer of some form. Something that showcases not just what is currently available, but the true full potential.

  • 2 votes
Reply#3 - Thu Aug 2, 2007 4:55 PM EDT
Raat ki Raani

Thanks DT. This article is something I have been meaning to do for quite some time - it is thanks to your seed that I actually pushed it through. But I see this as a very tentative early and broad taster.

I'm beginning to think what is needed is promo trailer of some form

That where people like you, me and countless others on Newsvine come in. Showcases is good; it turns the art of the possible into real life tangible examples of how it is already moving (and there are some early examples out there).

Create the hunger. Then think about varieties that will appeal. Marketing the vision will become considerably easier going forward. We'll stay tooned:-)

  • 2 votes
#3.1 - Thu Aug 2, 2007 5:16 PM EDT
Deep_Thought

Getting back to the discussion of middle-ware. Check this out:

http://www.irisa.fr/siames/OpenMASK/index.html

I'm thinking to prevent saturation of smaller datacenters, that we could offload the excess to another datacenter. It would be similar to current peering arrangements.

  • 2 votes
#3.2 - Fri Aug 3, 2007 12:38 PM EDT
Raat ki Raani

They look promising. I agree with your point on saturation. I think the process for bigger, more robust services will actually be a natural evolution. Good old economies of scale concept will take care of that.

As an aside, you may be amused to read a somewhat off beat view of SL in a CTO Blog that I follow. It's titled SL Big Bang. Very tongue in cheek.

  • 2 votes
#3.3 - Fri Aug 3, 2007 1:25 PM EDT
Deep_Thought

The article is very good and the video had me almost falling over laughing. It highlights the current problems perfectly:

1. Poor controls
2. Poor graphics
3. Limited features
4. Limited interactivity
5. Poor immersion
6. Limited traffic due to lack of content.
7. No access to web-based content
8. Poor interaction between users
9. Lack of social networking environments.

That's the major issues that must be addressed and it will take some novel approaches. Its not too difficult, t just requires a little thought.

  • 4 votes
#3.4 - Fri Aug 3, 2007 1:54 PM EDT
Raat ki Raani

That's an excellent list. I cannot see you've missed any biggies. Some of the gaps you can see will get filled in naturally with evolution and innovation, likely moving beyond SL to ... whatever.

As I said, I follow that Blog very closely. What I quite enjoy is the banter between two of the CTOs in question (Andy and Ron) on SL. One's sort of for; the other's kinda against. And between them, their posts often generate some interesting observations. Your list reminded me of something that the other CTO had posted a while back on SL and Real Life. Have a look at some of the comments there.

  • 1 vote
#3.5 - Fri Aug 3, 2007 2:32 PM EDT
Aine MacDermot

For #7, I'd say the short fall runs both ways... we lack VR integration with the Web, in general.

If the Web was built like Virtual Reality is today... you would have basically 3 proprietary webs (MSWeb, AOLWeb, YahooWeb) and each of those would have to have specialized editions of Google, you would have to have memberships (~$20/mo.) in each of them ($60/mo.) to even have access to all content, none of the 3 Webs would be able to share content nor communicate across platforms, your Web site would have to be hosted on three separate hosts (one in each of the Webs, and your hosting fees would be dependent on how large your web site was (virtual "land" fees), all of which you'd also be paying for), there would be no standards as far as file format or media format goes (you'd have to have eighty different media players, I'm sure), etc.

VR needs a Timothy Berners-Lee, it needs to be Open Source, and it needs W3C standards-compliant file formats,... among other things. This that I've written is, however, nothing new to Philip Rosedale... I was one of a small group of people who discussed all of the above and more with him in pre-Beta days of SL. :)

  • 2 votes
#3.6 - Fri Aug 3, 2007 9:36 PM EDT
Raat ki Raani

Thanks Aine - value your input and insights.

Certainly common standards is key. What I suggest in my article is where I see Virtual Worlds going. And Open Source is at the heart of how I see the convergence of standards and platforms. Especially as the 'glue' in between different proprietary technologies. I think it is Sun and IBM who are amongst technology vendors that are behind some initiatives for standards-compliant file formats etc.

Architectures are also key IMO to the convergence challenge. And in that sense, I think SOA is at the heart. The Open Group has defined its BoundaryLess Information Project. Here is a link to a conference they had about 2 years ago on SOA with perspectives from many in the industry.

  • 2 votes
#3.7 - Sat Aug 4, 2007 4:26 AM EDT
Deep_Thought

For #7, I'd say the short fall runs both ways... we lack VR integration with the Web, in general.

There is VRML, however, that form of integration has limited benefits.

If the Web was built like Virtual Reality is today... you would have basically 3 proprietary webs (MSWeb, AOLWeb, YahooWeb) and each of those would have to have specialized editions of Google, you would have to have memberships (~$20/mo.) in each of them ($60/mo.) to even have access to all content, none of the 3 Webs would be able to share content nor communicate across platforms, your Web site would have to be hosted on three separate hosts (one in each of the Webs, and your hosting fees would be dependent on how large your web site was (virtual "land" fees), all of which you'd also be paying for), there would be no standards as far as file format or media format goes (you'd have to have eighty different media players, I'm sure), etc.

As long as there were open standards, a VR web would be as open as the current WWW. The current WWW structure would be accesible via a uBrowser like interface from within the VR realm. That means creating effective middleware that can power a distributed grid, maintain state information throughout the grid, interface with different control mechanisms, be OS independent, etc.

VR needs a Timothy Berners-Lee, it needs to be Open Source, and it needs W3C standards-compliant file formats,... among other things. This that I've written is, however, nothing new to Philip Rosedale... I was one of a small group of people who discussed all of the above and more with him in pre-Beta days of SL. :)

First off, it doesn't need to be Open Source, just open standards. It would similar to the browser on your desktop. The best approach is to examine what is currently available in terms of middle-ware, find the closest match to the requirements and enquire as to making the standards open.

So far, I've had a look at openMASK and Bigworld. From checking out Bigworld's faq section, they make no mention of allowing their standards to be open. I'll try to find out more into, here is the link for the time being:

http://www.bigworldtech.com/technology/faq.php

As for openMASK, it appears to be focused on creating an inter-operable standard that provides access to different VR types. It would need expanded to be able to support a boundless global distributed grid (I think this would require a VR DNS-like system):

OpenMASK is a platform for the development and execution of modular applications in the fields of animation, simulation and virtual reality.

The modelling of an interactive application with several dynamic entities that evolve in complex virtual environments requires communication between different models. These can include environment models, mechanical models, motion control models, behavioural models, interaction models, sensor models, geometric models and scenarios.

The main features provided by OpenMASK are its ability to:

interact with a virtual environment using various devices (sensors, data gloves, haptic devices etc) in a local or distant 3D cooperation (collaborative work)
integrate different computation modules (mechanical simulators, human motion, behavioural models etc) using high-level abstractions
automatically distribute computations on a network of workstations
show results in an immersive environment (Reality Center, Workbench etc) or on a standard display by using a visualisation module based on Performer (Sgi) or OpenSG (Fraunhofer Institute).

One of the main objectives of OpenMASK (Modular Animation and Simulation Kit, and Multi-threaded Animation and Simulation Kernel) is to provide a common run-time and conception framework for the creation of virtual reality applications. In OpenMASK, the unit of modularity is the simulated object, which can implement any preceding models and could be the result of code generation provided by a dedicated tool.

http://www.ercim.org/publication/Ercim_News/enw57/arnaldi.html

OpenMASK
http://www.irisa.fr/siames/OpenMASK/

  • 1 vote
#3.8 - Sat Aug 4, 2007 6:27 AM EDT
Aine MacDermot

First off, it doesn't need to be Open Source, just open standards. It would similar to the browser on your desktop.

The browser on my desktop is Open Source. ;)

And yes, I do think it needs to be Open Source... avoid the patents litigation and expense.

  • 2 votes
#3.9 - Sat Aug 4, 2007 8:03 AM EDT
Raat ki Raani

Open Source and Open standards are wto different aspects. The former is of course the software that drives the technology. Typically, it comes into its own as middleware to allow different proprietary software to work together. That is largely what has driven the growth and take up of Web 2.0. You can have an Open Source front end serving something on say, SAP or Microsoft.

The Open Group is largely focussed on driving open standards. That does not necessarily just mean Open Source nor proprietary s/ware. Is intended to span both. Examples of where open standards is already forcing software developers like SAP, Oracle, Microsoft, etc to adopt them is in applications like SAP Netweaver, Oracle Fusion and .NET.

The two are interlinked - open source is what helps avoid patents litigation and licence costs. But it is open standards and how they are driving adoption where the opportunity for Virtual Worlds to take hold becomes more compelling.

Thanks to DT and Aine for the insight. It's good:-)

  • 1 vote
#3.10 - Sat Aug 4, 2007 12:21 PM EDT
Reply
BlaiseP

Tad Williams created an amazing series of novels based on the premise of human / Vworld interaction.

Most of Tad Williams' novels are just swords 'n sorcery potboilers, but the Otherland series is a tour de force.

  • 2 votes
Reply#4 - Thu Aug 2, 2007 9:16 PM EDT
Raat ki Raani

Thanks Blaise. Had a quick look at some reader comments. Sounds fascinating. Imagination of some authors, especially on Sci-Fi/Fantasy has a delightful way sometimes of turning to reality. As Disney say, if you can dream it, you can do it.

Of course, this article is more about what is actually happening now and where, in my view, it is heading.

  • 1 vote
#4.1 - Fri Aug 3, 2007 6:23 AM EDT
finalcut

I have to agree with Blaise - that series really is fantastic; though it has been my experience you either love it or get bored with it. I'm obviously in the former camp.

Everytime I read anything about virtual worlds I can't help but think of the future dreamed up by Tad. His vision seems very plausible (though, the dark secret of it all will, hopefully, always remain fiction).

  • 1 vote
#4.2 - Thu Apr 3, 2008 8:59 PM EDT
Raat ki Raani

Thanks for reviving this finalcut.

the dark secret of it all will, hopefully, always remain fiction

Yep. The lines between real life and VR in the Matrix was a tad too close for comfort.

  • 1 vote
#4.3 - Thu Apr 3, 2008 9:31 PM EDT
finalcut

It's funny - I didn't even pay attention to the date. I wonder how I ended up at this article in the first place?

  • 2 votes
#4.4 - Fri Apr 4, 2008 11:21 AM EDT
Raat ki Raani

I clipped it to the new Tech gateway after asking if it was OK and Calvin agreeing. If the MSNBC editors deemed it current, they could pick it for feature. Guess that might have triggered some actvity on trackers etc.

  • 1 vote
#4.5 - Fri Apr 4, 2008 11:34 AM EDT
Reply
Deep_Thought

Checked out a company called Multiverse and the toolkit the released for creatinf Virtual worlds.

Really disappointing.

Check out the seed:
http://deepthought.newsvine.com/_news/2007/08/02/874781-multiverse-platform-10-releases

  • 2 votes
Reply#5 - Fri Aug 3, 2007 2:15 AM EDT
Raat ki Raani

The link to your seed.

A bit early to get disappointed - give 'em time to get on their feet and start showing where they could take the concept. Although gaming is an important catalyst for Virtual Worlds, I see the real potential will start exploding once businesses and corporations start making deeper inroads and steering more investment there. I found the review by The Economist from Multiverse had some interesting insight.

Multiverse says that companies are starting to create worlds for training simulations, business collaboration, and modelling disasters.

One advantage that Second Life has, as AOL and its kind did in the mid-1990s, is a critical mass of users at whom advertising can be targeted. Companies that create their own worlds, or set up new game worlds, will need to find a way to attract visitors—just as they have to with their websites. "You have to figure out why you're creating your virtual world, what people will do there, how you'll promote it," says Bill Turpin, the boss of Multiverse. And how will people find relevant or interesting worlds? Multiverse will provide a number of ways to search, though this too will be open. Corey Bridges of Multiverse says it would be "fantastic" if Yahoo! and Google wanted to add support for searching for worlds.

The key elements they cover which I see as relevant are:

Critical mass
This is where initiaves that Multiverse are trying (and what will come from that through bigger boys with much better toys when they join in) will certainly start getting critical mass and economies of scale. As I mentioned in your seed on SL, I see the real innovation there happening in the third world, especially Asia. It's just the sheer numbers of Gen Y tech-savvy guys who are breaking conventional approaches to problem solving. I see it every day in my professional role in the industry but I have also seen how it pays an important role in pushing innovation and improvization barriers.

Advertising Revenues
Becoming a very powerful catalyst for more and more people from all sides of the supply chain (advertisers, adverts, earners, clickers) to get aboard. It's a compelling element. The more that come, the more diverse the range of individual wants that need to be catered for. And that will spur new models and solutions that we cannot even think of yet. Who would have thought that You Tube would be what it has become today. Go back just 5 years and you ask yourself teh same question about Google. Go back 10 and it's someone like Nokia. If demand is there, supply will aim to meet it. Where there is no demand, mankind has a way of creating it. It's what entrepreneurs have been since year dot:-)

The link to The Economist review.

  • 1 vote
#5.1 - Fri Aug 3, 2007 1:12 PM EDT
Deep_Thought

Firstly, a VR based internet is an architecture, much like the current WWW architecture. Critical mass was not needed to make the WWW a functional platform. Critical mass is a concept that is applicable only to particular web-based services. Secondly, advertising revenues are again only applicable to a particular web-based service.

Thus, I'm at the stage before web-based services, in that, I'm trying to provide a common architecture, or platform, upon which web-based services can be built. It is then up to the individual companies to develop the appropriate interfaces to make theirservices available through that architecture.

  • 2 votes
#5.2 - Tue Aug 7, 2007 12:12 AM EDT
Reply
Raat ki Raani

Came across a seed when I first arrived on NV. It was about Reuters and a Citizens Journalism setup for Africa on SL.

  • 1 vote
Reply#6 - Fri Aug 3, 2007 7:38 PM EDT
Raat ki Raani

A while ago, Aine MacDermot seeded an Interview with Howard Rheingoldtitled 'Keeping it real about Virtual Living'. It is relevant to this article.

  • 2 votes
Reply#7 - Fri Aug 3, 2007 8:28 PM EDT
Raat ki Raani

Came across another seed on US Broadband speeds as compared with some other countries. The comments in the source article provide good insights.

Comparison with countries with higher speeds ties in with my comment in #5.1 under Critical Mass in developing countries. This seeded article cites S. Korea as one of the fastest in that space.

  • 1 vote
Reply#8 - Fri Aug 3, 2007 9:02 PM EDT
ZenAid

I think it is on this score that Africa is going to lag behind the rest of the world ... again. Internet access is so very expensive. *sigh*

  • 2 votes
#8.1 - Fri Aug 3, 2007 11:45 PM EDT
Raat ki Raani

Know what you mean Zen. But it is getting cheaper. I think for Africa, the breakthrough will come when broadband passes a certain threshold. And in some countries (like South Africa and some of those in North Africa), I think it is already happening.

Morocco, Tunisia and Egypt are investing heavily in broadband as the countries recognise the opportunity to deliver offshore services to Europe. The ability to do so hinges on faster network access.

Some other countries in East Africa will want to jump onto the bandwagon.

  • 1 vote
#8.2 - Sat Aug 4, 2007 12:27 PM EDT
Reply
ShaunV

Interesting Piece.

Thanks. RKR

  • 2 votes
Reply#9 - Mon Aug 6, 2007 4:25 PM EDT
Raat ki Raani

Thanks Shawn. Deep Thought has written a related artcile which you may also find interesting. Deep has a lot of good insights on where VR has come from in gaming platforms; my interest is to see if could become a viable platform for that and beyond as a front end interface for business and leisure. I urge you to have a look at Deep Thought's latest article.

  • 2 votes
#9.1 - Mon Aug 6, 2007 5:57 PM EDT
Reply
Brad Leclerc

I do a lot of work within Second Life with the company I'm with now, mostly virtualized educational things and online learning adaptations and such. It's a very interesting learning/teaching medium...and getting better and more interesting as the technology get more stable and incorporates more tools for people building/coding with Second Life as the frame-work. I have a lot of days where I can't help but think "holy crap this thing sucks, it's buggy, it's slow, it's ugly, and no one will understand wtf is going on"...but I have been having more "HOLY HELL THAT'S COOL" moments lately.....so that's a good sign :D. It's been progressing a LOT better since it released the open-source viewer, and things like OpenSim will greatly expand the usability of the software for internal corporate use, and private online worlds.......good times for all.

  • 3 votes
Reply#10 - Mon Aug 6, 2007 4:37 PM EDT
Raat ki Raani

So glad you came here Rukh. I have yet to speak to SL users who already use the platform for corporate applications. If you are able to, can you expand on types of applications you typically use it for?

  • 2 votes
#10.1 - Mon Aug 6, 2007 6:00 PM EDT
BlaiseP

Hey Raat: if you want to see what builders do, check out the building of Suzanne Vega's virtual guitar

  • 3 votes
#10.2 - Mon Aug 6, 2007 6:24 PM EDT
Raat ki Raani

Thanks Blaise - yes, there are many similar uses that are well documented. I didn't touch on the entertainment and leisure industry in my article but of course, they are in many ways the early pioneers from the corporate world.

My question to Rukh was about other sectors and industries who are already using SL for work-based activity and if so, what sort. Thanks for the link - good to have as part of the piece.

  • 2 votes
#10.3 - Mon Aug 6, 2007 6:43 PM EDT
Brad Leclerc

Well, there is a fast growing group of people working towards using SL as a sort of virtual classroom, especially for things that would normally require a field trip (the International Spaceflight Museum comes to mind..but more are being built as well). Since many of the things the company I'm working for is currently working on is not yet public, I can't really discuss them specifically, but it's getting REALLY interesting with the potential speed and stability increases with OpenSim. Fairly soon there will be whole schools reproduced in SL where people can study all sorts of things, and now that Linden Labs is gearing more towards open standards there are a lot of REALLY interesting things in the works connecting SL with outside sources of information, like 3D weather forecasting, to interactive science exibits (including computer scripted and controls avatars), and with the inclusion of built in 3D virtualized voice chat, it's getting a LOT easier to see SL as a viable learning environment.

  • 3 votes
#10.4 - Mon Aug 6, 2007 11:29 PM EDT
Raat ki Raani

There's a technology blog that I find very useful. It occassionally includes some off beat stuff that is perfect for this community. Came across a satirical post from a month ago which I found amusing. Have seeded it - iPhone Launched in Second Life

  • 2 votes
#10.5 - Tue Aug 7, 2007 11:34 AM EDT
Reply
Raat ki Raani

Embrace Digital Age, Newspapers Told

seeded by Shaun v.

  • 2 votes
Reply#11 - Tue Aug 7, 2007 11:42 AM EDT
Raat ki Raani

Virtual Jihad

seeded by irma

  • 2 votes
Reply#12 - Tue Aug 7, 2007 11:50 AM EDT
Scott (Scoop) Butki

I admit I don't know much about Second Life but I find this discussion and Raat's piece quite fascinating.

I've intentionally avoided Second Life out of concern I'd end up spending even more time online than I already do. But I'm sure I'll check it out at some point.

  • 3 votes
Reply#13 - Tue Aug 7, 2007 4:21 PM EDT
Raat ki Raani

Thanks Scott. I share exactly the same concern. Just don't want to be ensnared by yet another addiction. Newsvine's more than me (and my life) can take for now. You will like my latest article. It's right up your street:-)

  • 3 votes
#13.1 - Tue Aug 7, 2007 4:25 PM EDT
Scott (Scoop) Butki

Oh, yeah.

(Stands up and looks out the window)

I don't see it.
Link please?

When I take my computer to the cafe people assume i'm online. Really i'm reading or writing things from this and other sites but i intentionally don't have wireless set up. This confuses some but I explain I need SOME time off-line;.

And THAT relates to this seed.

(I'll share my link if you share my link)

  • 2 votes
#13.2 - Tue Aug 7, 2007 4:54 PM EDT
Raat ki Raani

see you there where I'll post the link.

  • 2 votes
#13.3 - Tue Aug 7, 2007 7:01 PM EDT
Reply
Raat ki Raani

Assignment Zero and SL Reuters Bureau among award nominees for innovative journalism

  • 2 votes
Reply#14 - Thu Aug 9, 2007 2:16 PM EDT
Synthesis

Raat, I just had a real quick look, and I can't quite see what's so innovative about SL Reuters. It looks to me (unless I'm missing something, and I'll admit I need to go back when I've got more time to really pick at it) like it's just a Reuters feed resident inside SL.

This is innovative?

How?

  • 2 votes
Reply#15 - Thu Aug 9, 2007 3:33 PM EDT
Raat ki Raani

Know what you mean. I guess it is in the list (let's not forget it is a nominee at this stage) because by setting up a bureau on SL, they have broken new ground as an example of another business appliocation of VR. What's more telling is the example of what that means for CJ in Africa (see #6 above).

In the free world, we tend to take CJ as something that can be done by someone with some element of talent, passion and skill as well as access to information sources and technology. But in some parts of the third world, CJs are really working at the real coal face. With many elements that we do not face working against them (like war, corruption, remoteness, etc). Reuters set up a VR bureau to facilitate CJ being better able to reach those kinda places. Just a guess.

  • 3 votes
#15.1 - Thu Aug 9, 2007 3:55 PM EDT
Synthesis

I guess I can see the point when you put it that way...but it seems, for example, far less collaborative than, for example, Newsvine...particularly when you couple that with NV's content-provider-centric model which basically places the inmates in charge of the asylum, succesfully...

I'm prob'ly just biased...

  • 2 votes
#15.2 - Thu Aug 9, 2007 4:55 PM EDT
Reply
Raat ki Raani

Came across a Blog called 'Ambling in Second Life' taking a view of corporates with varying SL set-ups, this one from a recruitment context.

  • 2 votes
Reply#16 - Mon Aug 13, 2007 8:37 AM EDT
Scott (Scoop) Butki

Raat, I'd be curious on your opinion on this piece about Second Life.

  • 1 vote
Reply#17 - Mon Aug 13, 2007 9:19 AM EDT
Raat ki Raani

A couple of more links specifically on infrastructure services adopting SOA in Virtual Worlds that are relevant to this article.

What are Virtualization Services and why are they necessary?

A virtual "service" is an application that executes a specific function at one of the layers of abstraction within your infrastructure. Think of your infrastructure in three core components -- server, network and storage. At and in between each layer will live a virtual interface, and within those interfaces, services will be presented to the surrounding layers.

Virtualization Services market - IDC Forecast

The IDC report forecasts that the virtualization services market will levitate from its current annual level of $5.5 billion to a hefty $11.7 billion by 2011.

  • 2 votes
Reply#18 - Wed Aug 15, 2007 12:52 PM EDT
ShaunV

Informative links, Raat Ki.

  • 2 votes
#18.1 - Wed Aug 29, 2007 10:15 AM EDT
Raat ki Raani

Thanks Shaun. This is a huge subject with a lot of disparate stuff out there and I expect much more coming through. Felt this artcile would be an opportune way to link it all together.

The interview with William Gibson that I seeded today is fascinating. Coupled with the earlier interview with Cisco's PR director, they provide a lot of insight and the basis for this article.

  • 2 votes
#18.2 - Wed Aug 29, 2007 10:31 AM EDT
Reply
PasiDeleted
Ms CYPRAH

The most compelling example of the latter is IBM who has over 5,000 employees working in Second Life. The Second Life economy in 2006 was estimated at more than US$600 million by an analyst tracking Virtual Worlds and its growth. Most of you will be familiar with the case of the Chinese woman who is a real life millionaire from her Second Life income. Serious money indeed for any world, especially one that is Virtual!

Thanks for this cracking article, Raat, which has certainly raised my awareness of what's happening the virtual world. The potential is just unbelievable

  • 2 votes
Reply#20 - Thu Aug 23, 2007 5:53 PM EDT
Raat ki Raani

Thanks for your feedback. The whole world of media and communications is moving in ways that may not appear obvious. It's an area that I have to follow in my other life so I am closer to the trends. There are also risks and dangers as I intimated in your article from today.

I seeded an interview with Cisco's PR Director a couple of months back. That is also very revealing and touches on many aspects that I have covered here.

Glad if I have played a small part in raising your awareness.

  • 2 votes
#20.1 - Thu Aug 23, 2007 6:15 PM EDT
Aine MacDermot

From what I hear, the "millionaires" in Second Life only got that way because they have hired crews of VR builders who are not paid very much at all. Entrepreneurship, to be sure, but labor standards in virtual reality apparently mean very little.

  • 2 votes
#20.2 - Thu Aug 23, 2007 6:19 PM EDT
Raat ki Raani

Very true Aine - your perspectives especially on SL are very astute.

I see SL as a stepping stone. It will evolve and over the mid-term, may be nothing like present. Despite the attempts by business and commerce to pilot various initiatives through SL, it is still largely seen and used as a gaming platform.

The convergence of the various other elements that are happening, adoption of standards, architecture, as well as roll out of broadband does mean that Virtual Worlds, say in 10 years should be far more sophisticated environments and used to do much more than mere gaming and piloting.

Of course, I could be totally wrong. Let's see. Certainly at present, SL is facing some challenges in its model.

  • 3 votes
#20.3 - Thu Aug 23, 2007 6:31 PM EDT
Reply
Raat ki Raani

Some more relevant links:

Professors envision Global Travel
Interview with William Gibson: Space to think

The interview has some fascinating insights from an author who coined the term 'cyberspace'.

  • 2 votes
Reply#21 - Wed Aug 29, 2007 6:37 AM EDT
Raat ki Raani

sorry - messed up line breaks. There are two links above.

  • 2 votes
#21.1 - Wed Aug 29, 2007 6:38 AM EDT
Reply
Andrea A

Wow I think this is interesting. Being that I am not tech savvy, It will take me quite some time to peel through the layers, looks like a big project for me. But...I really would like to figure it out a little more...I am definitely three steps behind here. Thanks Raat

  • 2 votes
Reply#22 - Fri Apr 4, 2008 11:54 AM EDT
Raat ki Raani

am definitely three steps behind

story of my life!

Thanks. Hope it helped with some questions. Because that was the intent. Just to provoke questions to help us all get closer to where we think we might be heading in this strange world that we cohabit:-)

  • 2 votes
#22.1 - Fri Apr 4, 2008 12:20 PM EDT
Andrea A

Hopefully heading somewhere nice....Maybe my VR world can be filled with chocolate and caffeine...

  • 2 votes
#22.2 - Fri Apr 4, 2008 12:31 PM EDT
Reply
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