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601

Exploring Enterprise Virtual Worlds and the Ron Edwards, Ambient Performance, Ltd.

December 13 & 14, 2007

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Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Exploring Enterprise Virtual Worlds and the Metaverse

Ron Edwards

A glimpse of your perspective…

• Polls 1 & 2

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 1 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Topics

• How virtual worlds are being used for enterprise collaboration • How real world locations and behaviors are being modelled • How organizations will benefit from the interoperability of virtual worlds and their existing systems • How avatars in virtual worlds will interact with people and objects in the physical world • How workers’ physical location can enable context-based collaboration using mobile and technologies • How interoperability between virtual worlds, mobile , and geospatial mirror worlds might unlock new ways of working and learning

Context: Creativity & Contribution

“Creativity is no longer about which companies have the most visionary executives, but who has the most compelling architecture of participation.

That is, which companies make it easy, interesting and rewarding for a wide range of contributors to offer ideas, solve problems and improve products?” - Tim O’Reilly, of O’Reilly Media

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 2 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Corporate Collaboration: The Context

•The World of Work has Changed – Widely distributed teams: co-located people in offices acting as though they are remote workers – Recruitment and retention: the demographic profile - ‘digital natives & digital immigrants’ – Diversity and inclusion: it’s contribution that matters – Travel has become an environmental issue – Current methods of collaboration e.g. email, IM, videoconferencing are only partial solutions

Collaboration Goes 3D

Sun Porta Person app for MPK20

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 3 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Cisco Partner Network Now 3D

http://blogs.cisco.com/virtualworlds/

Virtual Seminars & Conferences

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 4 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Virtual Break Out Rooms

Virtual World Collaborative Learning

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 5 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Virtual World Collaborative Learning

Video clip customer service training

Your Organization’s Interest in Virtual Worlds

• Polls 3 & 4

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 6 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Enterprise Collaboration Needs

• Shared private workspaces: secure, dedicated, accessible • Shared immersive and persistent spaces: real-time engagement; resulting actions and activities remain over time • Shared access to and control of office productivity applications: MS Office, corporate applications, video…. • Shared ability to manage and extend the team environment • Secure: inside the corporate firewall if required • Integration with corporate networks e.g. Active Directory or LDAP • Trusted: authentication; identity • Carbon & Cost: cut carbon and cut costs

Virtual Worlds for Enterprise Collaboration

• Accessible: anywhere, anytime shared private workspaces. Not restricted to access only from offices. Any workspace can be modelled and shared. • Immersive: real-time team interaction with voice • Persistent: exit and previous activities stay as left on departure • Workplace Tools: MS Office integration in-world; corporate apps; video • Secure: dedicated non-public platform or on own server inside the corporate firewall • Identity: 2D photos wrap around avatar faces; avatar name tags • Extensible & Scalable: can be readily further developed in or out-house; one or one thousand workspaces • Costs: manageable, predictable costs • Carbon: deliver sustainable working practices

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 7 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Source: Learning Matters blog by Tony O’ Driscoll

Study by 5 MBA Students 2007

http://wadatripp.wordpress .com/2007/11/07/3di- vendor-analysis-by-ncsu- mba-student-team/

Virtual World Learning Applications

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 8 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Virtual World Learning

Video clip - orientation

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 9 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Virtual Leadership Development

Informal Learning in the Virtual Bar

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 10 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Modelling the Real World

Stanford Medical School Real & Virtual

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 11 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Context: Blending Virtual Worlds & Other Performance Tools

Innovation

“P” SCORM trackable mobile Performance “serious” virtual worlds

decision support hand-held tools procedural reference w/ data analysis

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 12 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

3D Modeling & Interoperability

Exploring the Metaverse

1.Back Story 2.Now Story 3.Future Story?

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 13 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

The Metaverse

The term metaverse comes from Neal Stephenson’s 1992 novel , and is now widely used to describe the vision behind current work on fully immersive 3D virtual spaces. These are environments where humans interact (as avatars) with each other (socially and economically) and with agents in a cyber space, that uses the metaphor of the real world, but without its physical limitations. (Wikipedia)

"What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent? What happens is the metaverse." (Smart, J.M., Cascio, J. and Paffendorf, J., Metaverse Roadmap Overview, 2007) http://www.metaverseroadmap.org

Back Story – Enabling Trends

Moore’s Law is just one of a Large family of technology Growth curves

Metaverse Roadmap. 2007 http://www.metaverseroadmap.org/

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 14 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Back Story – Scenarios

Metaverse Roadmap. 2007

Back Story – Virtual Worlds

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 15 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Back Story – Mirror Worlds

Microsoft Virtual Earth

Google Earth

Google Maps & Virtual Worlds

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 16 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Google 3D Modeling Tools

Back Story - Lifelogging

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 17 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Back Story – Augmented Reality

BlackRidge Games

Back Story – Augmented Reality

Video clip

Virtual Rattlesnake on Nokia Mobile

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 18 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Virtual Worlds

2. Now Story?

Now - Virtual Worlds

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 19 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Now Story – Virtual Worlds

The now is ‘past anchored’ – the horseless carriage effect.

1909 McIntyre High Wheeler

Now Story – Virtual Worlds

‘Horseless carriage’ - impact:

•commuting • freeways/motorways/autobahn/autoroute/autostrada • business parks • retail parks – 24hr shopping • JIT manufacturing • obesity? •etc….

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 20 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Now - Virtual Worlds: Adults

Company World Name Users

Activeworlds alphaworld 70,000 registered, 1,000,000 hits to the universe server per day (August 2007)

MindArk PE AB Entropia Universe 634K registered users, September 2007

Google, Inc. Google Ear th 200M downloads by June 2007

HiPiHi HiPiHi 13K Users in Beta (August 2007)

imvu imvu More than 1M (August 2007)

Kaneva "Close to 600,000" registered users (August 2007)

Microsoft Virtual Earth Microsoft Virtual Earth

Yoick Project Outback

ProtonMedia ProtoSphere

Qwaq Qwaq Forums

Linden Lab 8.5M registrations, 88,797 premium subscribers, 556,643 Active Avatars Sony PlayStation Home PlayStation Home In closed beta

Forterra Systems OLIVE

Cisco Systems unknown

IBM Quick Innovate Internal IBM Metaverse Project In development

Makena Technologies, Inc. .com 1M Members (July 2007)

Three Rings Whirled In development

3B International 3B

Metaversum Will go into private beta in q3 2007

Journeys Journeys In stealth mode

UoneNet Uworld Begins Alpha testing December 2007

Co-core Meet-me In development due in December 2007

Now - Virtual Worlds: Teens & Tweens

Company World Name Users

TEENS and TWEENS

Linden Lab Teen Second Life 4,842 Avatars (July 2007)

Doppelganger vside 150,000 registered users (July 2007)

Flowplay unknown In development

Dubit Ltd. Dubit 509,975 Active Members (Sept 2007)

700K current subcribers, 12M activated accounts (August 2007), 2.9 million unique Disney Club Penguin visitors Jan 2007

MTV / Viacom Virtual Laguna Beach 600K Registrations (March 2007)

MTV / Viacom Virtual MTV Video Music Awards

MTV / Viacom Virtual Newport Harbor

MTV / Viacom Virtual Pimp My Ride

MTV / Viacom Virtual The Real World

MTV / Viacom The Virtual Hills

Stardoll AB Stardoll 10M registrations, 6M monthly unique users (August 2007)

US: 250,000 members, 1M monthly uniques (June 2007), Global: 20M monthly uniques Cyworld, Inc. Cyworld (March 2007)

Sulake Corporation Habbo 7.5M uniques globally (Sept. 2007)

Gaia Interactive, Inc. Gaia Online 2.5M Monthly Users (September 2007)

Circle 1 Limited Idea Seeker Universe 800K Users (Sept 2007 from company)

IAC Zwinktopia 9.5 million registered users, 4.6 million active users per month (September 2007)

Xivio Xivio 22k registered users (Sept. 2007)

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 21 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Now - Virtual Worlds: Kids

Company World Name Users

KID WORLDS

Disney ToonTown 1.165 million users May 2007

Ty Inc Ty Girlz under development

LEGO Group Lego Universe

Mattel Barbie Girls 4 Million Users (August 2007)

Viacom Nicktropolis 1.4 million unique users May 2007

Corus Entertainment multiple worlds

Viacom Neopets 4.8M Unique visitors (June 2007)

Disney Virtual Magic Kingdom 1 million player characters (Feb 2006)

Ganz Webkinz World 1.9 million uniques, December 2006

Numedeon Whyville 1.7M registered citizens (Sept 2007)

gopets gopets 744,431 registered users (from site September 2007)

Ragdoll Worldwide Tronji

FakeTown FakeTown 35K Uniques/month (June 2007)

MGA Entertainment MyePets.com

MGA Entertainment Be-Bratz.com

Source: www.VirtualWorldsNews.com

Now - Virtual Worlds: MMOG numbers

Mmogchart.com

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 22 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Now - Trends in Consumer Virtual Worlds

•Numbers explode • RW services move into VWs: –PR & Advertising –Music – Market Research – ‘Virtual’ Real Estate – Cybertherapy – Information services –(virtual) travel – Commerce –Entertainment –…

Now - Private Virtual Worlds

“The application of MMOE technologies for professional & non-entertainment purposes”

WHY? • Security – Deploy behind firewalls – Support non-public activities – Control access and privileges • Reliability – 24/7/365 availability – Tunable performance • Interoperability – Leverage reusable legacy content and IP – Scenarios and associated triggers and events – Integration of data feeds, comms. systems, workplace tools –Legacy 2D websites – 3rd party tools

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 23 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Now – Integrated Mirror Worlds Data Mashups

http://www.spatialdatalogic.com

Now - Using mobile location data with Virtual Worlds

Serious Games Institute, UK

Mobile Location Based Services Demonstrator Press Release Link

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 24 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Mixing the Real and the Virtual

Paul Milgram

www.daden.co.uk

Virtual Worlds

3. Future Story?

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 25 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Future Story – Virtual World Numbers?

By the end of 2011, 80 percent of active users (and Fortune 500 enterprises) will have a “second life”, but not necessarily in Second Life, according to Gartner, Inc.

“The collaborative and community-related aspects of these environments will dominate in the future, and significant transaction-based commercial opportunities will be limited to niche areas, which have yet to be clearly identified,” …… “However, the majority of active Internet users and major enterprises will find value in participating in this area in the coming years.”

Steve Prentice - Gartner Symposium/ITexpo 2007: Emerging Trends

Working in the Metaverse

Metaverse Roadmap. 2007

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 26 Ambient Performance, Ltd. Strategies and Techniques for Implementing Social, Collaborative, and 3D Learning (Virtual Worlds) December 13 & 14, 2007

Future - Metaverse Drivers

1. Enabling technology trends 2. Changes in the world of work 3. Environment: Carbon & Cost 4. Consumer contexts will change

Q & A + Follow Up Resources

Ron Edwards [email protected]

Web: www.ambientperformance.com Blog: www.ambientperformance.com/connection

Session 601 – Exploring Enterprise Virtual Worlds and the Metaverse, Ron Edwards, Page 27 Ambient Performance, Ltd.