Thursday, July 24, 2008

Real Work in Virtual Worlds: A Guide


Trust the ever serious Brits to come up with a smart, succinct primer for organizations interested in doing business in virtual worlds. DADENLIMITED, is a Birmingham, England firm providing virtual world advice, consulting and design-build services. Their primer is "Virtual Worlds and Serious Business: A White Paper and 9-Point Business Plan." You can read it here.

It includes a very good and brief explanation of the difference between virtual worlds, such as Second Live, and virtual world platforms such as Olive and Second Life Grid, which organizations can use to construct their own synthetic environments. While virtual worlds are open to all, platform-created environments usually are by invitation, thus leaving to their owners the task of generating participation.

The paper also handily addresses the nine points it suggests organizations address before venturing into virtuality:
➢What's The Business Benefit (or why get involved and what do
you want to get out of it)
➢ Who's the audience?
➢ What are the constraints?
➢ Which world?
➢ What's the engagement model?
➢ How are you going to implement?
➢ How are you going to market?
➢ How are you going to manage visitors?
➢ How are you going to manage long term?

DADEN (Dutch for "achievement" and "action") chief David Burden also does a good job explaining why a number of companies have abandoned their early Second Life efforts and others have come in. He draws useful lessons from early missteps, too.

What's more, the paper is a joy to read, sprinkled as it is with lovely Britishisms such as "bespoke," "whilst" and the like.

DADEN also recently came up with an in-world Second Life Web browser, allowing people from all over the world to view and wander the Web together via their avatars.

Friday, July 18, 2008

Web 3.0 Beta



Earlier this month, IBM and Linden Labs, owners of virtual world Second Life, made a bit of history and likely paved a small part of the path to the 3D Internet. They enabled a group of Second Life avatars, dubbed "gridnauts" to teleport from a Second Life preview grid, a location separate from the main Second Life world, to another world running on an OpenSim server. So what? Well, as the Second Life blog put it, "an open standard for interoperability based on the Open Grid Protocol would allow users to cross freely from one world to another, just as they can go from one Web site to another on the Internet today."

But Linden Labs faces some major stumbling blocks in its effort to open up and enable the next Internet. Chief among them is that Second Life is peopled with folks who buy and sell articles of clothing, avatar "looks" and innumerable articles they have created and store in their avatars' inventories. The creators and owners don't want those things transported freely to other virtual worlds where ownership rights could be lost. In fact, the Second Life gridnauts landed in the OpenSim world without any of their clothes for just that reason.

What's more, almost all the "land" in Second Life is owned by Linden and leased by residents. That monopoly keeps the company cash-flow going. In fact, only IBM "owns" regions in Second Life, hosting several regions on its own servers. All other landowners actually are renting space on Linden's servers.

Ownership of land and things in Second Life is a knotty problem, and one that could prevent Linden from becoming the true leader in creating the next Web. IBM, on the other hand, just continues on its trajectory to become the backbone provider if its big bet on virtual worlds pays off.

OpenSim developers have recreated many of Second Life's features without the monopoly. Even before Linden made its viewer software open source in January, developers had begun enabling people to create avatars in a cheaper, but very similar, world. Eric Reuters, the Reuters correspondent embedded in Second Life has a nice explanation of the implications of all this for Linden here.

Friday, June 27, 2008

Virtual Training 3.0


I had a wonderfully engaging and fascinating conversation yesterday with Roger Smith, chief technology officer for the organization that buys all simulation and interactive-software-based training for the Army. His title belies the fact that Roger really serves as a chief visionary for Army training technology and that's the role in which he talked with me. We were broadcasting live on the Internet via a webinar hosted by Government Executive Events, part of the group built on Government Executive magazine, which I used to run.

The webinar itself was an adventure in virtuality. The staff with the webinar production company, On24, were in California, Roger was in Orlando and I was in the events office in the Watergate in Washington. We all hooked up via telephone and Internet and Roger and I conversed via phone, showed our slides and polls via presentation software on the Web and our audience listened in and watched from all over the country on the Web.

I have spoken before many large audiences, but until now, I always had been able to see their reactions and interact with them. Yesterday, our only interactions with viewers came via the questions they submitted as we conversed. Our audience of about 100 at its peak submitted 25 questions, though, all of them quite on point and many quite specific, so I know they were engaged. I don't know whether they were entertained or amused or bored at times nor whether we were pitching the presentation to the right level of understanding, though, and that made it hard to gauge timing and to calibrate the tenor of the presentation to their needs. On the other hand, the thought that we were were all over the country yet able to present a single face to people also in many places and time zones was exciting.

Not yet having attended any presentations in the virtual world (I know, shame on me) I can only imagine that doing so is in some ways like and in some ways better than conducting a webinar. I'll find out soon enough; I'm signed up to attend one to be conducted by a virtual business presentation firm, Clever Zebra, on the virtual world platform, OLIVE, which belongs to Forterra Inc. Regular readers will recognize Forterra as a company featured in my "Finding FOSE" video and my story, "Virtually There."

In any case, the webinar experience was enlightening and so was Roger's presentation. As I have written, he is a real guru when it comes to the way the evolution of technology is revolutionizing the way the military trains.

And that's as important for nonmilitary organizations as it is for Roger's customers. Government folks know that what starts in the Defense Department usually finds its way quickly into the balance of other federal agencies (think drug testing, pay reform, acquisition reform, etc.). So everyone involved with training or pondering how to more effectively impart information or visualize the effects of programs or policies before they are put in place should keep a close eye on Roger.

Yesterday, he framed his remarks around the effects four key forces are having on Army training. The Army is especially worth watching, of course, because it is being forced to innovate on the run in just about every area since it has more people in harm's way around the world than any other agency right now.

So Roger is watching and thinking about and experimenting with collaborative environments, game interfaces, service infrastructure and high-performance computing and how they each can make it possible for the Army to train more of its members more effectively and more often. That's no small task since there are a million of them--even if you train them in groups of 1,000, it would take 1,000 live or computer training events in a year just to touch each one once!

And military training isn't like responding to a search query, as Google does 380 million times a day, or serving up burgers as McDonald's does 47 million times a day. Creating a lifelike environment where equipment and weapons behave as they do in the real heat of battle to truly prepare soldiers and accurately rehearse missions takes high fidelity. The Army's National Training Center, in the California desert, is the gold standard training facility of all the world because it offers just such a world--in real time. But that very fact limits the number of soldiers who can train there and the number of times they can visit.

Roger's interest in gaming, simulation as a service, collaboration online and high-performance computing spring from a desire to spread the effects of NTC-like training to more people exactly when and where they need it. Thus, he spun a vision of moving training into more and more realistic, immersive online environments that could live on a network and be served to nits and individuals on demand, rather than forcing them to go to the simulation center as is now mostly the case, even with computer-based training. He'd like to see a good deal of the preparation and planning for training events moved onto wikis and blogs and to see lessons learned transmitted via YouTube.

Further, Roger is tinkering right now with using high-performance computing to enable simulation as a service and to support always-on simulation events for many customers at once. What's more, he would like to use high-power computing to simulate vastly larger events, even the populations of entire countries.

To hear more of his presentation about "Simulation 2.0," you can go to the event archive, register and watch the webinar yourself.

Tuesday, June 24, 2008

Virtual Worlds of Work



Sometime when we all were sleeping, 70 percent of large companies and nonprofits started using video games and other interactive software to train and educate employees. That piece of relatively astonishing news came out yesterday from the Entertainment Software Association, the big kahuna of gaming industry lobbying shops. The ESA study, based on surveys of 150 large entities in March, also revealed that three-quarters of the companies not yet using games and immersive environments to train will do so in the next few years.

Strong evidence that games are getting serious. So too the growing presence of business in synthetic worlds like Second Life. For example, see the Xerox video above, and the one here:




A new report out a few days ago from Forrester Research Inc. underscores the point with an in-depth look at IBM's big roll of the dice on Web3D.



And gaming's getting big in other forms of education and training as well. The Washington Post had a Sunday story featuring former Supreme Court Justice Sandra Day O'Connor's foray into gaming the judicial system, er, I mean using a game to explain it, of course!

There's lots more here, in a piece I did today for Nextgov.com.

And come this Thursday, I will be talking with Army simulation and training guru Roger Smith about gaming as a disruptive technology in the military simulation market. You can register for free here.