Wednesday, November 5, 2008

America 2.0

Andrew Sullivan was right last year when he wrote "Good bye to All That: Why Obama Matters." for the December issue of The Atlantic magazine. Sullivan could not have foreseen the role of the financial crisis in sweeping Obama into office. Who saw that coming? But he did predict the sheer importance of being Barak--his unique suitability for this moment, his singular ability to cross over the Vietnam War divide, to overcome the religious wars and to begin closing the racial chasm.

And Sullivan clearly saw the power of Obama as symbol of America. Here's how he put it:
What does he offer? First and foremost: his face. Think of it as the most effective potential re-branding of the United States since Reagan. Such a re-branding is not trivial—it’s central to an effective war strategy. The war on Islamist terror, after all, is two-pronged: a function of both hard power and soft power. We have seen the potential of hard power in removing the Taliban and Saddam Hussein. We have also seen its inherent weaknesses in Iraq, and its profound limitations in winning a long war against radical Islam. The next president has to create a sophisticated and supple blend of soft and hard power to isolate the enemy, to fight where necessary, but also to create an ideological template that works to the West’s advantage over the long haul. There is simply no other candidate with the potential of Obama to do this. Which is where his face comes in.

Consider this hypothetical. It’s November 2008. A young Pakistani Muslim is watching television and sees that this man—Barack Hussein Obama—is the new face of America. In one simple image, America’s soft power has been ratcheted up not a notch, but a logarithm. A brown-skinned man whose father was an African, who grew up in Indonesia and Hawaii, who attended a majority-Muslim school as a boy, is now the alleged enemy. If you wanted the crudest but most effective weapon against the demonization of America that fuels Islamist ideology, Obama’s face gets close. It proves them wrong about what America is in ways no words can.
I usually write about virtual government in terms of the immersive Internet, social networking, games for training, and other matters Web 2.0. But today, I am deeply moved by America 2.0, this amazing place where white men and African Americans, and Latinos and young people and millions of brand new voters carried an African American man into our highest office.

This astonishing act of hope and belief and love of all that is good about the country overshadows all the YouTubes, MySpaces, Facebooks, wikis, Twitters, -pedias, synthetic worlds, serious games, multitouch screens, blogs and artificially intelligent agents that usually excite me so. The mere fact of President Obama opens lines of communications, opportunities for collaboration and most of all minds and hearts in ways none of that can.

Yes, day-after euphoria over what we have achieved will give way to the cold, brutish clanging and clashing of governance. But consider what Noah Schactman over at Wired's Danger Room blog already found out about the meaning of Obama.

In January, Shachtman sat next to a flag-level U.S. military officer at a conference about U.S. information operations. The officer, a Christian conservative and warrior in what he sees as a religious war against terrorism, praised Obama. Shachtman explains:
You see, this officer oversaw special operations work around the Horn of Africa and the Middle East. Sensitive stuff, that requires delicate negotiations. And already, just as one among many candidates for president, Obama was making this officer's job easier. Officials in other governments were more willing to provide his troops access to their countries. Foreign intelligence services were more willing to share information.
Just as a President Obama forces change in the way black Americans view this country and white Americans, he also bleeds away the hypocrisy that has so damaged us abroad.

What is this new place we live in, where crowds gather in cities, horns blare and we shout a new president's name from our porches into the night? What might we become after choosing a man who lauds the struggles of women and gay people while accepting such a heavy mantle? Have we finally left our agonizing teenage years of rebellion and contentiousness to enter a national adulthood?

In June, I wrote: "With Barack Obama clinching the Democratic nomination today, comes a rare return to the feeling that anything is possible here in Washington. It likely won't last long, but it's stirring and wonderful, like the fresh breeze after one of our sudden, thunderous storms washes the stale, humid air of summer." Now, in the crisp orange and auburn of autumn, the wind has come. It blows clean the trees and streets, chills the shorter days and longer nights, augurs the icy winter, but also the spring, when all becomes possible again.

Monday, November 3, 2008

NASA World


It's one small step in the realm of virtual worlds and online games, but one large step for government into that world: NASA has selected three teams to present proposals for creating a massively multiplayer online world to carry the space agency brand. NASA hopes its virtual world will attract young people to careers in science, technology,
engineering and mathematics (STEM) and thereby help build its future workforce. The request for proposals for the MMO project went out at the beginning of the year. Long a user of simulations for training within, NASA now hopes to employ them outside the agency to draw support. According to the RFP:
MMO games can help players develop and exercise a skill set closely matching the thinking, planning, learning, and technical skills increasingly in demand by employers. These skills include strategic thinking, interpretative analysis, problem solving, plan formulation and execution, team-building and cooperation, and adaptation to rapid change. Today’s students have grown up with digital technology and video games and are poised to take advantage of the MMO communications and community building tools to collaborate on complex projects.
The screenshot above comes from the virtual world Entropia Universe, which is one of the options NASA will consider as a host for its world. Entropia is run by Mindark, a Swedish company. Saber Astronautics, six-engineer firm in Denver that hopes to set up a satellite repair shop in space, heads the second team. Members include Australian IT and gaming shop, Nocturnal Entertainment (video of their Flowerworks game below) and another Aussie company, Big World, which makes the middleware to create multiplayer online role-playing games.



The third team pairs North Carolina game-maker Virtual Heroes with Manitoba, Canada-based Project Whitecard. In August, the team won a contract from the Canadian Space Agency to create an online immersive game. According to the Project Whitecard press release:
The product will be designed to teach mathematics at the elementary and high school levels, featuring the famous Canadarm2 and Dextre robots. Canadian astronaut Julie Payette's role as the robotics lead on upcoming space shuttle mission STS 127 will be featured as students are immersed in the space robotics environment, take control of the virtual robotics systems, learn and apply age-appropriate math concepts and complete a series of robotics tasks similar to those assigned to Ms. Payette.
Virtual Heroes was among the original game firms involved in creating the Army's online recruiting game, America's Army. Serious games-maker Project Whitecard has created and won funding for an online interactive recreation of the Apollo Moon mission called Project Moonwalk.

The three teams will deliver line presentations on Nov. 7 at Goddard Space Flight Center in Greenbelt, Md.

Huge hat tip to Virtual Worlds News!

Wednesday, October 15, 2008

Pens Vs. Pandemics


Digital pens could prevent the next Avian Flu or West Nile Fever.

How's that? Yep, digital pens. You might have heard some of the growing buzz among tech writers about a new one, the Pulse from a company called Livescribe. Essentially they are devices that look like standard pens but use digital cameras, wireless positioning technology or special paper, even digital recorders to let users capture, store and transmit to their PCs whatever they have written. You can learn about the technology in detail from "Uniting the Paper and Digital Worlds," a new article in "Computing Now" from the IEEE Computing Society.

For those of us who take notes for a living, having a pen that can upload our scribbling to a computer in searchable form is a godsend. But for African farmers and herders, it's a matter of life and death.

Especially in Southern Africa, keeping livestock alive and healthy is both a struggle and an economic and human imperative. Some 60 percent of the population there depends on livestock production to survive. Not only is demand for livestock products growing within Africa, but African countries increasingly depend on livestock exports to fund development.

But until recently, the region has lacked the means to keep livestock free from diseases that could devastate herds and flocks and, by spreading to humans, could result in pandemics. Veterinarians are few--Malawi, for example, has none in its rural areas. Transmitting data about animal health to the government was tough without Internet access or even well developed phone systems. In many cases it took months. And in that time, infections could take a terrifying toll.

In Johannesburg, South Africa, United Nations Food and Agriculture Organization Regional Emergency
Livestock Officer Fred Musisi and Phil Fong, the UN Regional Data Information Coordinator, struggled to overcome the communications problem. Fong learned of a digital pen that could transmit data via cell phone or the Internet when he faced a similar data reporting problem while working on the South African census. The pen did the trick then, so the two men applied it to the livestock crisis.

Here's how Financial Times described their experiment in a Sept. 21 story on FT.com:
The solution, provided by Xcallibre, a subsidiary of the South African company Data World, used digital pen and paper technology from Anoto that could collect the data as the workers wrote it down, and then transmit it over the mobile network to a central server. An 18-month pilot, which received funding from the South African government, was run with 35 field workers in five countries: Namibia, Zambia, Malawi, Mozambique and Tanzania.
A UN Food and Agriculture Organization report quotes Musisi on the pilot program's success: “If there is a case of rabies or an outbreak of a deadly disease, a field worker can send the detailed surveillance data immediately only using a mobile. Worst case, if there is no mobile phone network nearby, the field worker has to move to a location with network or must find the nearest Internet connection. But no longer do they have to drive hours back to a capital city before the information can be confirmed."

According to the report, HIV/AIDS program workers now are mulling how to apply digital pen surveillance. Having tested the approach in countries with the toughest terrain, poorest communications infrastructure and worst conditions in Africa, Fong and Musisi expect it will be easily adopted elsewhere in the region.

And as I did in my last post about African computing ingenuity, I found myself thinking once again about how much easier it would have been to use digital pens for the 2010 Census than the handheld computers that have caused such disarray.

Working Virtually [UPDATED at 12:13 p.m.]


Talk about your multi-tasking! I'm writing this post while simultaneously attending the Cognos Virtual Government Forum and chatting with a Grant Thornton staffer whose virtual booth I stopped by while passing through the virtual exhibit hall at the virtual forum. Whew! Enough virtual. Henceforth let's stipulate that most places I refer to in this post exist on the Web, not in the real world.

I wrote about this forum for Nextgov.com's blog recently, so I felt I had to attend at least some of it. Now I am waiting for the opening address by John Kamensky, late of the Clinton administration's National Performance Review and now of IBM's Center for the Business of Government.

Meanwhile, this seems an appropriate moment to muse about working in another virtual environment, Second Life. Erica Driver, a former Forrester analyst, has set up a new analysis firm called Think Balm, focused on the immersive Internet. Better to find out what that means from her here, but in short, it's all things 3D and virtual online. I found her work at Forrester to be smart and insightful, so I've continued following her as the new firm evolves. She is a tad more sold on immersive spaces for work than I am, but refreshingly, her enthusiasm is buttressed by facts.

Just a few days ago, Driver blogged about a new study suggesting that work-related teaching and learning, collaboration and meetings all can be done effectively in Second Life. The Social Research Foundation, a nonprofit, surveyed 1,298 Second Lifers who participate in the foundation's First Opinions Panel and found 16 percent of them use the virtual world for work. A third of those folks said more than half their time in Second Life is spent working. More than a third reported using the environment not just to collaborate, but to work together on visualizing data and concepts in 3D, 17 percent use it for recruiting and interviewing and 12 percent for managing real-world systems, Driver reports.

The study, along with her own work, makes Driver bullish on enterprise adoption of the immersive Internet:
ThinkBalm foresees that enterprise use will be mainstream in five years. The main reasons for this are 1) convergence of hardware, software, and network bandwidth, which make immersive technologies accessible on a widespread basis, 2) the prevalence of social networking, which allows Immersive Internet experts and advocates to find each other and share ideas, learnings, and best practices, and 3) an economic downturn, which will favor IT investments that result in hard dollar cost savings.
One important caveat: Driver is writing here not just about Second Life, but about immersive environments in general. She is tracking two dozen sellers of such platforms.

Skeptics (like my friend and colleague Allan Holmes, Executive Editor of Nextgov.com) continually call for proof that people actually learn as well or better in virtual settings than in brick and mortar classrooms. It's a legitimate request, and one that academia is beginning to address. Perhaps the best work has been done at Stanford Medical School, where researchers have found that "virtual [emergency department] environments fulfill their promise of providing repeated practice opportunities in dispersed locations with uncommon, life-threatening trauma cases in a safe, reproducible, flexible setting."

And now, there's research from Penn State suggesting that solving problems in a virtual space might take a bit longer than in the real world, but can come up with better solutions. Researchers set up 10 teams working face to face, 10 teams teleconferencing and 12 teams in Second Life.

Using a mathematical problem finding and solving video trainer, the groups had to figure out how to rescue an injured eagle. Even though they could only communicate via text and had to learn how to use the keyboard to move their avatars, the Second Life teams came up with the most accurate answers.

Nothing hugely definitive yet, but lots of intriguing hints that Driver might just be onto something.

On the other hand like many people who visited the Cognos forum, I never was able to attend John Kamensky's talk. I kept getting an error message whenever I hit the "attend" button. The support folks told me to download and updated version of Flash, but doing so would have meant I had to close all my browser windows. That would have prevented me from writing this post and a host of other things, hence eliminating any advantage of attending a conference virtually instead of physically. Ah well, I suppose I could have gotten hung up on the Metro, too!

THIS JUST IN: Just received an email from high-end consulting firm McKinsey about a new study, "How IT Can Cut Carbon Emissions." Though they didn't consider the use of immersive environments, the implication is clear from what they did discover: "We studied the possibility of reducing emissions by “dematerializing” physical goods and processes through telecommuting, video conferencing, Internet shopping, and downloading content rather than using paper, CDs, DVDs, and so on to covey it. We found that these kinds of substitutions cut emissions significantly—by 0.5 metric gigatons a year."

It's not the kind of savings that can come from making manufacturing, electricity grids, buildings and truck fleets more efficient, but it's nothing to sneeze at either!