601
Exploring Enterprise Virtual Worlds and the Metaverse Ron Edwards, Ambient Performance, Ltd.
December 13 & 14, 2007
Produced by
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 virtual world technologies • How interoperability between virtual worlds, mobile augmented reality, 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; avatar 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 Snow Crash, 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 software 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 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 Second Life 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. There.com 1M Members (July 2007)
Three Rings Whirled In development
3B International 3B
Metaversum Twinity 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 Internet 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.