For Software Development Teams, The World is Flat (And Virtual)

October 18, 2009
Source: flickr (User: reinholdbehringer)

Source: flickr (User: reinholdbehringer)

Software development teams are traditionally located in the same (or nearby) physical office location(s).  It’s useful for these teams to work from adjacent cubicles (or offices) as the close proximity facilitates collaboration, mentoring and joint code reviews.  In fact, the increasingly popular agile software development methodology lists the following in its Agile Manifesto: “The most efficient and effective method of conveying information to and within a development team is face-to-face conversation”.

I won’t debate this particular point, but I do think that the trends are pointing towards distributed (vs. centralized) software development teams.  Some of the factors that are causing this trend:

  1. Outsourcing and off-shore development – while the core software development team may be based out of a single physical location, corporations are increasingly leveraging off-shore development – both for its lower costs and its ability to tackle ad-hoc product requirements and requests.
  2. Working from home / telecommuting trend – whether it’s a child’s doctor’s appointment or the local outbreak of the H1N1 virus, workers are spending more and more time getting their work done outside of the office.  Ever walk into a large software development shop’s offices during the afternoon?  You probably noticed that more than half the developers’ cubicles were unoccupied.
  3. Good developers can be hard to find – your software development team’s most attractive developers may be located half-way around the globe.  Talented developers are hard to find these days – so why not extend your team’s depth but bringing on remote workers?  As an example of a distributed team working together on a large project, consider the development of the Linux kernel – according to the Linux Foundation, “over 3700 individual developers from over 200 different companies have contributed to the kernel”.
  4. Software developers and product owner in separate locations – it’s not uncommon for the software developers to be in a different location than the business or product owner who’s driving the product and project’s requirements.  As the internal customer, the product owner is obviously a key member of the team.

With all of these factors at play, it seems reasonable that alternatives need to be in place when face-to-face meetings are not possible.  And I have good news on that front – with the emergence and maturation of virtual worlds / virtual meeting technologies, there are plenty of solutions available.

Some technologies available to distributed software development teams:

  1. Virtual Meetings – e.g. WebEx Meetings, GoToMeeting, Adobe Breeze, etc.  These technologies allow users to share their desktops and participate in shared whiteboards.  With the desktop sharing, this allows one developer to “look over the shoulder” as another developer codes.  The New York  Times recently published an interesting article on pair programming – with virtual meeting technology, the “pair” can reside in separate physical locations.  A shared whiteboard may not be useful for writing code together – however, it could certainly come in handy during the pre-coding stage, to map out an architectural diagram or outline a software program’s flow chart.  For a no-cost alternative, developers can interact with audio and video on Skype, which now includes a free desktop sharing feature.
  2. 3D / Immersive Technologies – these solutions provide similar features to a virtual meeting, but add a layer of 3D and immersiveness.  There’s Second Life, of course – and there are also solutions tailored for very specific enterprise use.  Options include Teleplace (formerly Qwaq) and Forterra Systems.  Teleplace offers a solution called Program Management that seems well suited to the distributed software development team – it offers text chat, VoIP chat, video via webcam, shared documents and shared applications (all in an immersive 3D environnment).  Similarly Forterra’s OLIVE platform enables collaborative meetings, training and more.

In this “flat world” that we now live in, I expect software development teams will increasingly collaborate virtually.


College Recruiting 2.0: The Virtual Campus Experience

October 7, 2009
Source: flickr (User: Heidi SeraKorea)

Source: flickr (User: Heidi SeraKorea)

I read an interesting article in the New York Times this week – titled “M.I.T. Taking Student Blogs to Nth Degree“, the article describes how M.I.T. (and other colleges and universities) is leveraging student blogs as a recruiting tool.  The idea is that the blogs allow prospective students to get a glimpse into life on campus – and help them determine whether they’d like to apply for admission.

The dean of admissions at Haverford College was quoted in the article: “High school students read the blogs, and they come in and say ‘I can’t believe Haverford students get to do such interesting things with their summers.  There’s no better way for students to learn about a college than from other students.”

While I’m certainly a big fan of blogs, it occurred to me that virtual world and virtual event technologies could extend this concept to a whole new level.

3D Virtual Worlds

Hundreds of colleges and universities have a presence in Second Life (and other 3D virtual worlds).  Professors have been using 3D virtual worlds to complement their real-world classes – and in some cases, classes have moved entirely into a virtual world.  Universities who created 3D replicas of their campus (in Second Life, for example) could leverage the existing island(s) as a recruiting tool.  One could provide links from the student blogs, inviting high school students (who are so inclined) to enter the virtual campus for a real-time and interactive experience.

Recruitment activities you could facilitate in a 3D virtual world:

  1. Student-led virtual campus tour – the same exact concept as the real-world – prospective students meet the student guide at a designated place and time and the guide takes visitors (and their parents!) on a tour of the campus.  Of course, in a 3D virtual world, visitors would be required to download the client (if needed) and familiarize themselves with the user interface – they’d also need to teleport to the tour site and learn the basics of navigation / walking.  For colleges who built extensive campus replicas, however, the virtual tour gives prospective students a great feel for the real-world campus.  Later, prospective students can return at their own leisure to explore the campus at their own pace – and have random encounters with enrolled students or other prospective students.
  2. Student blogs -> 3D virtual dorm rooms – existing student bloggers can create “in-world content” to complement their blogs.  How about an in-world replica of your real-world dorm room?  It would come complete with in-world residents (you and your roomates), along with renderings of your wall posters, unwashed clothes (strewn across the floor), collection of beer cans, etc.  What better way to give a taste of campus life than taking prospective students into some 3D virtual dorms?

Virtual Event Platform

While the 3D virtual worlds facilitate outreach from enrolled students to prospective students, virtual event technologies could be leveraged by admissions and administration (of the university).  Instead of an immersive 3D environment, admissions and administration could utilize a 2.5D rendering of the campus in a virtual tradeshow fashion:

  1. University Departments as “booths” – Admissions, Administration, Law, Chemistry, Mathematics, etc. – each department could have a “booth” in the virtual environment, where they provide information on the department – and, representatives can staff the booth to greet and interact with prospective students via text or webcam chat.
  2. University Resource Center – a convenient one-stop-shop for all content placed in the department booths, allowing students to find the documents, web pages, videos, podcasts, etc. that interest them.
  3. Auditorium - allows your administration and departments to put a face and voice to your university – by way of live (or on-demand) video, podcasts, etc.  How about a monthly live videocast from your University president, provost or dean of admissions?  Prospective students would get a lot of value from that.
  4. “Lead” and engagement tracking – by requiring prospective students to provide a minimum amount of demographic information, you can use activity reports (provided by the virtual event platform) as a gauge of applicants’ interest level in your university.  This type of data may be quite relevant to the admissions department.

I don’t think that virtual worlds and virtual events will be adopted by all prospective students – there will still be quite a few who prefer the simplicity and low-overhead of browsing blogs.  That being said, those who are so inclined to participate virtually may signify the more “engaged” of the prospective student base – and next Fall, they’ll be the ones leading the virtual campus tour.



Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

September 30, 2009

On September 25, 2009, FountainBlue held a conference at Sun Microsystems’ Santa Clara (California) campus.  The title of the conference, “Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?”.

What follows is an event summary and guest post by Linda Holroyd – CEO, FountainBlue

Introductory remarks, framing the discussion were provided by:

  1. Michael Gialis, New Business Development for Sun Microsystem’s Lab and Chief Technology Office, Founder of Virtual Worlds Roadmap Group
  2. Barry Holroyd, CTO, Masher Media

An Overview of the History of Virtual Worlds – What is it, Where Has it Been was provided by Benjamin Duranske, Associate, Pillsbury Winthrop.

Our first Panel Discussion: Virtual World Business Trends featured:

  1. Moderator Sibley Verbeck, CEO, The Electric Sheep Company
  2. Panelist Joshua Bell, Director, Technology Integration, Linden Lab
  3. Panelist Tim Chang, Principal, Norwest Venture Partners
  4. Panelist Benjamin Duranske, Associate, Pillsbury Winthrop
  5. Panelist Michael Gold, CEO, Electrotank

Our Second Panel Discussion: Virtual World Case Studies featured:

  1. Moderator Jeffrey Pope, Founder of Virtual Worlds Roadmap Group, Former Virtual Worlds VC and Virtual Worlds Entrepreneur
  2. Panelist Jack Buser, Director of Sony Playstation Home
  3. Panelist David Helgason, CEO, Unity
  4. Panelist Damon Hernandez, Lead, Web3D Outreach, Web3d Consortium
  5. Panelist Greg Nuyens, CEO, Qwaq

Below are notes from our conversation, along with resource links from our presenters.

Virtual Worlds offer a dynamic, ever-changing landscape of technology, community, interaction. Although Virtual Worlds have evolved over the past few decades, it is now coming to the mainstream, and its impact is deep and broad. It affects many facets of the way we do business from the financial, economic, technology and legal aspects, as well as HOW business is done, leveraging software the enables creative and dynamic interaction between people with virtual presences and online communities overall.

Virtual worlds are evolving from the walled gardens of the 1990s to more and more dynamic, interactive and creative sites that incorporate user content and creativity. This seems to be following the familiar evolution of the web itself; America Online and Prodigy became supplanted by more open browser standards from Mosaic.

Indeed, Virtual Worlds are evolving from a fad and a toy to a valuable business tool, serving and connecting various stakeholders. The graphics abilities introduced in the 80s and 90s brought in the era of avatars and games which were wildly popular, with some running still today. Now these graphics are being harnessed in virtual environments to effect value in a variety of non-game related use cases.

As more people got more deeply engaged, user communities arose and questions on policies, procedures and how users can interact and communities can grow arose. In addition, a business model evolution is now occurring where we are redefining who developers, publishers and retailers are and how they work together, as well as who is funding, marketing, and servicing these individual users and user communities. Users continue to raise the bar for what they can do and how they can do it, increasingly demanding more customized solutions and experiences tailored to themselves personally, and to the communities they join.

Adoption has not reached explosive double-digits figures yet for most virtual world communities, but with that said, in general the virtual worlds for kids sub-industry has benefited from the fastest and broadest adoption rate and continues to grow, showing that this is not a transient fad, but a real opportunity. Indeed, savvy publishers, manufacturers, producers and others selling to the kids market are factoring in web sites, books, toys, and virtual world communities as part of their marketing and outreach efforts. Successful examples of this maturing mass market segment include Webkins and Club Penguin.

Both panels remarked on the huge opportunities available in the media and entertainment industry. According to latest PriceWaterhouseCoopers Q2 2009 report, media and entertainment investments, totaled $115B, averaged $2 million per deal and totaled 52 deals, mostly from Silicon Valley (19), but also 10 from New York, and 6 from LA/Orange County. https://www.pwcmoneytree.com/MTPublic/ns/print.jsp?page=industry&industry=7100&region

The panelists and presenters had the following advice for virtual worlds entrepreneurs and intrapreneurs:

  1. The growth of an individual virtual world, and the industry altogether might grow in fits and starts, depending on technology availability, user communities, adoption of standards, bandwidth constraints and other factors. Awareness of these challenges and addressing them headlong, in collaboration with other stakeholders will help drive the growth of the industry.
  2. Minimize the barrier to adoption and drive the user base for your community: making adoption friction-less a critical factor for success. Make sure that there are no technology hassles (installing separate plug-ins and technologies), process hurdles (logging in, taking surveys, confusing steps), or marketing/branding confusion (they have to know where to go and that their trusted colleagues have recommended the experience), for example.
  3. Take advantage of the ‘Hybrid Tiered Solution’, where general users (about 85%) get in free, and a certain percentage (around 15%) pays through micro transactions for premium services and a smaller percentage (1-3% for example) pays for ongoing subscription levels. The successful organization will offer a solution which would serve the individual needs of all three types of users, treating them all as valuable members.
  4. Leverage the social communities (FaceBook, Twitter, iPhone, etc.) of the audience to leverage the growth of your community.
  5. Content is king. Everyone wants more content, richer interaction, more activities, more engagement, etc. The successful company offers solutions which engages users while also setting appropriate controls and boundaries.
  6. Focus on the needs of your target audience, whether they are frequent texters, or users of Twitter or FaceBook, creating a virtual world that lets them interact the way THEY want to will attract the audience you’re targeting.
  7. Research patents in your space, and consider IP issues associated with user-generated content. Find the edge of the law to remain competitive, but stay on the right side of the law to avoid litigation and other problems.
  8. Policies, regulations and enforcements in the virtual worlds space are rapidly evolving. Leverage resources to stay informed and be prepared to help shape, respond to these changes.
  9. Adoption of hardware such as headsets and webcams etc. will continue to occur, but not nearly at the pace of the evolution of software. Therefore, if your virtual world incorporates hardware components, create games which work with existing hardware, and leverage existing markets.
  10. Create a simple communication device to share information to the whole community, like a leader board, as it would generate discussion, invite more engagement, and help with the viral growth of the community.
  11. Ease of use can be defined as the first 30 seconds, the first 30 minutes, the first 30 hours, and the first 30 days. Strategies for retaining and securing users for each of the ‘first 30s’ may vary, but they are also inter-dependent, and must always focus on the needs of the customers.
  12. When designing a virtual worlds solution, speak to the people who would use it, like nurses or service station attendees rather than doctors (if they are not the ones who will use the solution) and managers (if they are not the ones serving the customer).

The panel raised some questions which could lead to hot virtual world business opportunities:

  1. What are the challenges and opportunities in synchronist and asynchornistic communication? How can solutions bring more people from more places together and more richly interact?
  2. How can virtual worlds assist with visualizing and modeling to support the innovation process and more cost-effectively make real technology- based solutions?
  3. What opportunities can data analytics and data visualization provide?
  4. Solutions across sectors offer opportunities. What might work for the education market, for example, might also serve a life science market. In addition, the technology for conducting a quest for a game might be adapted to organizational and productivity tools for businesses. What could this mean for YOUR company?
  5. What are the intersections of where gaming meets music or education or homework and what solution could you create to serve the needs of that market?

In summary, our panelists and presenters have shown and told us that Virtual Worlds:

  1. Are not only becoming more and more useful, they are also engaging and fun and potentially profitable.
  2. Are being adopted in different ways to create and serve communities for personal and business benefit.
  3. Are being increasingly more integrated into everyday business functions from training to education to service, branding and outreach. As such, challenges such as IP, security, privacy, and other factors will arise.
  4. Are mature enough that metaphors and examples exist, making it easier for potential customers and partners to understand new technology and business model solutions. Second Life, early games, Mosaic, Silicon Graphics, Tivo, Qwaq and other others have forged the business, technology and cultural grounds and helped grow the industry. They have been around long enough so tools and technologies and solutions are available, and the technology adoption curve is not as steep.
  5. Is not dominated by the US, as adoption of virtual goods and mobile platforms for example is 4-5x faster in Asia and Europe.

Additional information and resources:

  1. Presenting Entrepreneur Brian Bauer, OnTrack Health, winners in the Enterprise, Other Category (Collaboration in Health Care): http://ontracktechnology.blogspot.com
  2. Panelist Joshua Bell, Director, Technology Integration, Linden Lab http://www.lindenlab.com
  3. Linden Lab: Second Life enters the realm of the enterprise. Joe Miller, VP of Platforms and Technology Development, at Linden Lab talks to CNET’s Dan Farber about the challenges in developing dynamic and reliable backend operations for the 3D virtual world of Second Life. Miller also discusses how they’re incorporating new hi-tech conferencing tools for business users such as VoIP solutions and video streaming technologies. http://video.zdnet.com/CIOSessions/?p=310
  4. Linden Lab’s Blog on the Economy https://blogs.secondlife.com/community/features/blog/2009/04/16/the-second-life-economy–first-quarter-2009-in-detail
  5. Second Life Starts To Grow Again, Wagner James Au, Wednesday, April 15, 2009 http://gigaom.com/2009/04/15/exclusive-internal-second-life-data-shows-returning-growth/
  6. Panelist Jack Buser, Director of Sony Playstation Home: http://www.playstation.sony.com
  7. Panelist Tim Chang, Principal, Norwest Venture Partners http://www.nvp.com
  8. Presenting Entrepreneur Dustin Clingman, Immediate Mode Interactive LLC, winners in the Enterprise, Virtual Meetings Category: http://www.immediatemodeinteractive.com
  9. Presenter, Sponsor and Panelist Benjamin Duranske, Associate, Pillsbury Winthrop
  10. Entrepreneur with display booth, Andrew Filev, CloudMach, http://www.cloudmach.com
  11. Emcee and Sponsor, Michael Gialis, New Business Development for Sun Microsystem’s Lab and Chief Technology Office, Virtual Worlds Roadmap Group and Survey: http://virtualworldsroadmap.blogspot.com/
  12. Panelist Michael Gold, CEO, Electrotank http://www.electrotank.com
  13. Presenting Entrepreneur Sherry Gunther, CEO, Masher Media, winners in the Consumer, Six to Twelve Category: http://www.mashermedia.com
  14. Panelist David Helgason, CEO, Unity: http://www.unity3d.com
  15. Panelist Damon Hernandez, Lead, Web3D Outreach, Web3d Consortium http://www.web3d.org
  16. Presenting Entrepreneur Troy Hipolito, CTO and Owner, ISO Interactive, winners in the Consumer, Teenagers to Adult Category: http://www.isointeractive.com
  17. Presenter Barry Holroyd, CTO, Masher Media, http://www.mashermedia.com
  18. Presenting Entrepreneur Stevan Lieberman, SpotON3D, winners in the Enterprise, Other Category (Virtual Real Estate and Office Tools): http://www.spoton3d.com
  19. Entrepreneur with display booth, Greg Howes, IdeaBuilder, http://www.ideabuilderhomes.com
  20. Panelist Greg Nuyens, CEO, Teleplace, formerly Qwaq http://www.teleplace.com
  21. Demo presentation by Chris Platz, Creative Director, Sirikata, Stanford Humanities Lab and Computer Science, projects: Virtual Museum and Virtual Live Music Performance: http://www.sirikata.com and http://shl.stanford.edu
  22. Panel Moderator Jeffrey Pope, Founder of Virtual Worlds Roadmap Group, Former Virtual Worlds VC and Virtual Worlds Entrepreneur, and Founding Partner, Spark Sky Ventures: http://www.sparksky.com
  23. Presenting Entrepreneur Terry Thorpe, Chairman, KohdSpace, winners in the Enterprise, Virtual Events and Tradeshows Category: http://www.kohdspace.com
  24. Panel Moderator Sibley Verbeck, CEO, The Electric Sheep Company http://www.electricsheepcompany.com
  25. Demo presentation by Nicole Yankelovich, Principal Investigator, Collaborative Environments program including Wonderland v0.5, Sun Labs will demo the new features / functionality and capability of our re-architected platform: http://www.projectwonderland.com

In conclusion, the opportunities in the virtual worlds space are massive, with the convergence of technologies and markets and solutions. And it will take basic business principals, including strategic leadership and superior execution, constant education, lots of hard work, and a network of influential contacts to remain competitive in this rapidly growing and evolving space.

At FountainBlue, we support transformative leadership, one conversation, one leader, one organization at a time. We therefore hope that you have enjoyed the meeting, and that the meeting and these follow-up notes, along with the attached updated list of attendees, and the attached bios, provide you with both food for thought and great connections. We will also post our notes to our community on both BigTent https://www.bigtent.com/groups/fountainblue and LinkedIn and invite interactive conversations around these notes through those communities. Although we welcome you to share our notes, with proper acknowledgment to FountainBlue and our sponsors and speakers, we ask that you DO NOT forward the contact list as it is intended to be shared with fellow attendees only.


The Advantages Of Virtual Meetings

September 5, 2009
Source: Forbes Insights

Source: Forbes Insights

Forbes Insights published a study titled “Business Meetings: The Case for Face-to-Face“, in which the key finding was this: “the majority of executives polled believe face-to-face meetings are still crucial for building stronger, more meaningful and profitable business relationships.”  Excellent points were made in the blogosphere this week regarding this study:

  1. Forbes in a Funk over Virtual Meetings and Events (Virtual Edge)
  2. Virtual Augments Face-to-Face – Reply to Forbes and HSMAI Surveys (Virtual Insights | InXpo)

I don’t wish to question the conclusion of the Forbes Insights study – nor do I wish to have a debate on “face-to-face vs. virtual”.  Despite the fact that I’m passionate about virtual, I’m a true believer in the value of face-to-face.  What I would like to highlight is that face-to-face and virtual have unique capabilities.  Meeting planners must consider these capabilities and apply them appropriately.

With virtual, an often-touted benefit is that they’re green and carbon-friendly.  And while that’s certainly a nice side-effect, I think it’s important to focus on unique in-meeting capabilities of virtual – here are a few that come to mind:

  1. Participatory training with seamless presenter transitions – while it’s true that a face-to-face meeting is hard to beat with regard to audience participation – in a virtual meeting, there’s still plenty of room for audience participation.  In fact, with a shared whiteboard, participants can annotate a technical diagram simultaneously, which is trickier to do with more than 2 people (annotating) in a physical space.  In addition, participants can be “handed the ball” and take turns serving as the presenter – without having to stand up, walk to the front of the room and plug their laptop into the projector.  In an instant, a new presenter can start sharing her desktop applications for the rest of the meeting participants to see.  In a 3D virtual meeting (e.g. Second Life, Lotus Sametime 3D), participation becomes even richer, allowing medical students, fighter pilots (in training), computer technicians, etc. to learn by interacting with 3D objects.
  2. Meetings On Demand – what if your technical meeting needed to split up into a set of smaller focus groups?  In a physical meeting, you’d need to gather up each sub-group and go seek out new conference rooms (or, migrate into corners of the same room, which could be distracting for everyone).  Or, take another scenario whereby a senior executive wants to faciliate an ad-hoc face-to-face meeting during the coming weekend – all required participants would then need to make the necessary travel (and lodging) arrangements to get to the meeting venue.  With virtual, meetings are truly on demand – you create the meeting with the click of a mouse and the participants arrive with the click of a mouse.
  3. Putting the cards on the table – while this is difficult to quantify or prove, I believe that participants are more “at ease” in a virtual meeting and more likely to reveal thoughts that they’d otherwise be hesitant to do in person.  A virtual tradeshow is a good example.  Exhibitors have found that visitors to their booth are more transparent and revealing about budget, timeframe, decision making process, etc.  – when interacting via text chat.  The same person in a physical booth may be hesitant to reveal those details.  So for meetings that can stand to benefit from more transparency and openness (and not all of them do!), virtual can be a boon.
  4. More efficient person-to-person interactions – if you’re the chief executive of a company with 500 or more employees, I’m sure it’s hard for you to achieve the same quality time (with employees) as when you had 50 employees.  If you assemble the company at a physical meeting, it’s a challenge to mingle with the crowd and achieve any true quality – you’ll be more akin to a president or dignitary, who walks down a receiving line shaking hands and patting folks on the shoulder.  If you invite the same 500 employees to a virtual meeting or virtual event, you’ll find an easier ability to have meaningful interactions (via text chat) – including the potential to carry on multiple chats at the same time.  Employees will also find that they receive more access to the chief (and other execs) than they would in a (crowded) physical space.

So those are some advantages that come to mind for me.  What advantages have I missed?


Low Cost Options For Virtual Events And Communities

August 5, 2009
Source: flickr (User: businesspictures)

Source: flickr (User: businesspictures)

Can you run a virtual event with zero budget?  Maybe, but maybe not.  Let’s consider one use case – the B-to-B Editor or Editorial Director.  For the Editorial side of b-to-b publications, virtual events can be quite productive and rewarding.  They put you in direct contact with your readers, allowing you to engage via interactive tools (e.g. text or webcam chat) while both parties remain in the comfort of their office or home.

During the virtual event, attendees (who often come from across the globe, no matter what the time of day) can provide direct feedback to Editors regarding the event content, theme, speakers, presentations, etc.  Often, Editors will also receive input regarding the online content they’re publishing (on their web site) – and even find sources for upcoming articles.  I’ve spoken to a number of Editors who were thrilled about the attendee/reader interactions they experienced at a virtual event.

There’s an economic model to a virtual event, however – and that rests on the fact that the event needs to generate revenue – enough to cover the cost of the event, with room for a profit margin.  Thus, at a b-to-b publisher, it’s not the Editor that drives the virtual event, but rather the Publisher, VP Sales or Sales Director.  If there’s no forecasted revenue around a particular event topic, budget isn’t approved and the event has no funding to move forward.

I was recently contacted by an Editor, who was interested in pursuing virtual events (or virtual communities) – he wanted to facilitate interactions around new topics.  However, as with many new topics, they were not mature enough to achieve the right revenue model for the Publisher.  As such, the Editor asked me for available low cost (or no-cost) options.  Here were my initial responses:

  1. OpenSim - according to the FAQ, “OpenSim is a platform for operating a virtual world, and supports multiple independent regions connecting to a single centralized grid. This is somewhat similar to the web, where anyone can run their own web server, tied together through the internet. It can also be used to create a private grid, analogous to a private intranet.”  I noted that OpenSim has no hard cost, but there’s soft cost (e.g. your time).
  2. BlogTalkRadio - a web-based, free service that allows you to create your own Internet radio show.  Your host and your guests call into a standard telephone bridge and the audio is streamed over the web in real-time.  For the free model, you may have house ads served up around your content – there are premium service options available, however.

So my off-the-cuff response was based upon two concepts: (1) try out a no-cost, 3D virtual world environment and/or (2) generate a community discussion (via streaming audio) with no hard costs.  In thinking about my response further, however, I realized I could do better.  First, about OpenSim.  I think OpenSim is great, but it’s probably not the tool of choice in this particular scenario.

First, the build instructions and configuration instructions indicate to me that a fairly technical person  (e.g. SysAdmin) needs to build out your grid.  Second, end users (e.g. the Editor’s readers) need to install an OpenSim client in order to participate.  That might work in some industries (e.g. a gaming publication), but probably not for a b-to-b audience (as they rarely use an OpenSim / SecondLife client on their work computer).

BlogTalkRadio has a lot of potential – in fact, I think b-to-b publishers would be well served by hosting live broadcasts for their readership.  However, the nature of a call-in radio show (even if you have active callers participating) is fundamentally different from the private and group chat activity that occurs in a virtual event.

Source: Metaplace

Source: Metaplace

Taking all of these considerations into account, I felt that Metaplace might be an interesting solution – it allows the creation of a customized 3D world (with avatars) that requires no software download (as it’s Flash based) and can be easily embedded in web pages or blogs.  That may fit nicely at a b-to-b site – in relevant blog postings or article pages, you cam embed the Metaplace world.  So you pair your created 3D world (it’s theme) with content you’re already developing  for your sites – and then use reader traffic to drive participation in the Metaplace world.  And then that community can grow on its own (hopefully).  Again, no software download and no hard cost.

After all that, I’m still not satisfied with my answer – what tools or technologies would YOU recommend to this Editor?


The Convergence Of Physical Events And Virtual Events

July 1, 2009

convergence

In May, SAP’s annual SAPPHIRE conference (SAPPHIRE 09) floored physically in Orlando, Florida, with a concurrent virtual event online.  This week, Cisco’s annual Cisco Live conference followed suit, with a physical event in San Francisco, California and a concurrent virtual event online.

Full disclosure: My company (InXpo) was the virtual event platform provider for both the SAPPHIRE and Cisco Live virtual events – and, I worked on the Cisco Live virtual event.

During a presentation at the Virtual Edge Summit in May, a presenter from SAP noted that considerations were made concerning the potential of cannibalization – whereby physical attendees may stay at home to attend virtually instead.  However, he noted that in reality, a combination of physical and virtual event extended the overall reach – and the virtual component served to augment the overall attendance count.  When combined (physical+virtual), this year’s attendee count for SAPPHIRE was the largest ever.

This week, I attended Cisco Live on-site, but spent most of my time online to support the virtual event.  However, in experiencing all the touch points of the event, it quickly occurred to me that the entire notion of physical vs. virtual is blurring – they’re coming together to form an aggregate attendee experience.

Some participants are not able to travel to the event’s venue – and as such, their only choice is to participate in a virtual component.  For those on-site, they can choose the attendee path that suits their preferences.  Perhaps that means attending the John Chambers keynote in person, grabbing a cup of coffee, visiting the World of Solutions (exhibit floor) and then returning to the hotel room to login to the virtual event, to follow up with a few exhibitors in their virtual booth.  Later, that same attendee may visit the customer apprecation event in Second Life, and then attend a tweetup at a nightclub (in person).  Here’s an image of my Second Life avatar at the Tuesday evening Second Life dance party:

The author's avatar with right hand raised

The author's avatar with right hand raised

To make this convergence really work, I believe the following should be done:

  1. Create a unique value proposition for each venue – virtual event, virtual world, physical event – do not simply re-purpose one into the other.  Dannette Veale explains it quite well in a Cisco Virtual Worlds blog entry, The Value of Virtual Events.
  2. Tie the venues together in a logical fashion – link the venues together where it makes sense.  Convergence should happen for a good reason – and not for the sake of convergence.
  3. Give the attendees freedom to choose – allow attendees to choose their own attendee path, without forcing them down any one direction.  Leave the hooks in place and each attendee will follow their own path.  Some physical event attendees may opt out of any convergence and focus 100% on the physical event.  Others may actively engage in the virtual event while on-site physically.  Either path is fine.
  4. Integrate social media across the spectrum – whether it’s Visible  Tweets displayed on a physical monitor or Facebook integration with the virtual event – integrating social media increases engagement within the attendee experience and also extends the reach of the event to networks of social networks.  Here’s an interesting example of user generated, social media at the physical event – a physical whiteboard that asked attendees to write about where they were in 1989:

whiteboard

In Cisco Live Virtual, elements of the physical event were streamed into the virtual event.  By doing so, virtual event attendees (who could not travel to San Francisco) were still able to get a taste of the physical event experience.  For instance, webcams were deployed throughout the physical event to stream in live feeds from the show floor – and to host personalized webcam chats with Cisco executives.  One of the webcams was pointed at this Solutions Theater – from which virtual event attendees had a continous live stream of presentations given throughout the day:

solutionstheater

Here are some of the ways I experienced physical/virtual event convergence:

  1. Watching John Chambers’ keynote presentation online, via a Live Webcast streamed into the virtual event (by On24).
  2. Viewing a Cisco Live Second Life session (LIVE!) from a booth in the virtual event – the session was broadcast by treet.tv in Quicktime – so users needed the Quicktime player but not the Second Life client application.
  3. Watching a live (physical) demo of Telepresence, which was broadcast via a Live Video Webcast, which was carried within the virtual event (many layers of convergence there).
  4. Participating in live chat sessions that Cisco executives (Carlos Dominguez and Padmasree Warrior [separately]) attended via webcam.  Attendees typed their questions (via text) and the executives answered via webcam / audio.  The executives answered just about every question posed, so it felt like a personal meet and greet with the executives.
  5. Walking past the NetQoS physical booth – and noticing one of their demo workstations displaying their booth in the virtual event.  Quite a good idea – host visitors to your physical booth and remind them of your presence in the virtual event.  That prospect can’t return to your physical booth next week (when the event is over), but they sure can visit your booth in the virtual event [at any time] to find the needed information.
  6. Reading one user’s in-show blog, where he asked physical attendees to name the “one [physical] booth that should not be missed”.  This particular user was not able to attend physically – but, he may be able to visit the virtual booths of the vendors recommended by his peers.

Moving forward, I expect to see many more events follow this model – whereby physical events will leverage virtual event and virtual worlds technologies to accomplish the following:

  1. Deliver additional value to the physical event
  2. Extend the reach of the event to a global audience
  3. Blend physical and virtual components to create a more compelling experience
  4. Drive stronger event revenue and ROI!

I hope to see you at a future event – I haven’t decided whether I’ll be there physically, virtually or both.


A Second Look At Second Life

June 3, 2009
Source: San Francsisco Business Times

Source: San Francsisco Business Times

“A lot of Silicon Valley has written Second Life off.  The tech world will have to revisit Second Life as a phenomenon in the next six months or so.”

Thus spoke Wagner James Au, noted virtual worlds author and blogger in a San Francisco  Business Times article on Second Life (note: the full article is available to paid subscribers only).  Au, who blogs at New World Notes about Second Life, notes in the article that Linden Lab CEO Mark Kingdon has renewed the Second Life brand that was created by founder Philip Rosedale.

While the revenue model for Twitter is slowly coming clearer (judging by the accounts in the business media), Linden Labs’ strategy under Kingdon is becoming quickly self-evident with the announcements of the past few months.  From my perspective, Kingdon’s growth strategy is around a few core pillars:

  1. Enterprise use of Second Life – makes sense, as enterprises and corporations can be monetized at a higher clip than individuals, artists, hobbyists, etc.  Enterprises (in the former of marketers) were a big portion of Second Life during its initial peak – and it seems the current focus is to bring marketers back into the fold, along with complementary uses in non-marketing disciplines (e.g. training, enablement, collaboration, etc.).  In the past 6 months, Linden Lab has hired 25 marketing and product people as part of their push for enterprise clients.  In addition, the company recently hired Amanda Van Nuys as Executive Director of Enterprise Marketing, signaling a further endorsement of the opportunity in the enterprise.
  2. Nebraska - an on-premises software version of Second Life  (compared to their Software as a Service model), which enterprises can run on their own servers behind the firewall.  IBM has been an active partner with Linden Lab on behind-the-firewall integration – the telltale sign will be how many other large enterprises opt for the Nebraska model.  For “behind the firewall” use, I have to think that we’re talking less about marketing and more about collaboration.
  3. Voice - not mentioned in the Business Times article, but Virtual Worlds News covered it well – Linden Lab is poised to go after the Skype market with capabilities to bridge voice calls and SMS messages between the real world and Second Life.  In the Virtual Worlds News article, Linden Lab Vice President of Platform and Technology Development Joe Miller notes, “The opportunity to monetize at a significant added value for our business is there”, regarding the opportunity in Voice.

IBM marrketing executive Karen Keeter notes in the San Francisco Business Times article that nearly 100 IBM’ers are “working on virtual world tools for commercial sale in Second Life and on other platforms”.  As such, IBM stands to achieve commercial gain from increased use (by enterpises) of Second Life and related virtual worlds.

In fact, it wouldn’t surprise me to see IBM leverage virtual worlds to generate services revenue.  Two things come to mind – IBM Global Services and IBM’s Smarter Planet initiative.  IBM Global Services could assist enterprises on their virtual worlds strategy (e.g. build me a virtual world representation of my data center, so that I can run heating and cooling simulations) – or, IBM could go in-world to enterprise’s private virtual worlds to provide traditional consulting services within the virtual world.

So a manufacturer who’s replicated their factory in a 3D world can have Global Services visit (in-world) to optimize their factory floor workflow.  Then, of course, Global Services could help facilitate the parallel action in the real world.  On the Smarter Planet project, IBM might create 3D models of the next generation power plant to show utilities how to become more energy efficient.  In a virutal world, I’m sure the possibilites are limitless.

Finally, Dan Parks of Virtualis is featured in the article.  Virtualis created a compound in Second Life with 34,000 square yards of meeting rooms.  Quite an interesting model – an event producer that leverages a re-usable area (virtually) to host meetings for corporate clients.  Companies who have done events with Virtualis include Deloitte, Oracle and Trend Micro.

I’d be interested in your thoughts – what do you think about the potential of Second Life for enterprises?

Related Links:

  1. Blog posting on Virtual Offices, with reference to Amanda Van Nuys’ use of Second Life
  2. Blog Posting: Virtualis and Trend Micro Put On Quite A Show
  3. Blog Posting: Philip Rosedale On Building A Business: Practice Extreme Transparency
  4. Blog Posting: IBM’s Second Life ROI: The Headline Beneath The Headline

My Earth Day Visit To IBM’s Green Data Center

April 22, 2009
Source: IBM Green Data Center in Second Life

Source: IBM Green Data Center in Second Life

To commemorate Earth Day 2009, I decided to head off this morning and visit IBM’s Green Data Center.  However, to ensure that my visit was carbon neutral, I left my car keys on the coffee table, grabbed my coffee mug and visited the data center in my pajamas.  My visit took place in the virtual world of Second Life, in which IBM has built an impressive Virtual Green Data Center.  The screen capture that you see above shows my visit to the data center lobby, with an interior design around a green (colored) theme [of course].

My interest in IBM’s Virtual Green Data Center was based on an article in Virtual Worlds News, which describes IBM’s partnership with Conversive on the deployment of automated avatars that “will greet users, answer basic questions, and direct them to other locations. The avatar also offers a guided tour”.  I did receive a welcome from the avatar and here’s the transcript of our chat session:

Source: Transcript of author's chat

Source: Transcript of author's chat

I’ll have to try again, but on this visit, the IBM Concierge did not respond to my inquiries.  My journey continued, nonetheless – upon opening the door to the data center’s mantrap (“a small room with double doors used to control entry to the data center and temperature levels”), I walked through the mantrap and into the data center.  Here’s the view from the first floor:

Source: First floor of IBM's Virtual Green Data Center

Source: First floor of IBM's Virtual Green Data Center

After walking past several racks filled with servers, I decided to teleport to the second floor.  Upon arriving there, I skimmed through a number of information kiosks placed there by IBM.  On a small display monitor mounted to the wall, I clicked to view some video footage from IBM executives.  I then walked over to additional information kiosks that provided customer case studies – highlighting success stories of IBM data center customers.

Interestingly, clicking on a kiosk that asked for feedback on my visit launched an external web page, on which IBM provided the survey questions.  I thought it would have been neater to capture my feedback in-world – but perhaps this capability (and the associated tracking and reporting) isn’t yet available in Second Life.

All in all, I was impressed with the layout of the data center, along with the information available.  I think that 3D virtual worlds are effective vehicles for explaining and promoting a company’s products and services.  That being said, I found it interesting that on Earth Day, I did not come across any other visitors – and, while the data center is supposed to be staffed 7×24 by live sales assistants / avatars, I did not see any of those, either.  I’ll return in a week or two to try again.


How A UC Davis Professor Leverages Second Life For Research

April 8, 2009
Professor Peter Yellowlees of UC Davis

Professor Peter Yellowlees of UC Davis

Dr. Peter Yellowlees, professor of psychiatry at UC Davis, has done some innovative work using Second Life to help educate people on schizophrenia.  I referenced Professor Yellowlees in an earlier blog posting about virtual worlds technologies that benefit the real world.  I contacted Peter to get some more information about his research and his thoughts on virtual worlds, Web 2.0 and the future.

  1. Tell us a little bit about yourself? I am a professor of psychiatry at UC Davis in Sacramento California, and I also run the UCD Health Informatics Graduate program, where we currently have over 40 graduate students enrolled in our masters and certificate programs. I trained in medicine in London, England, then spent 20 years in Australia, before being offered a position at UC 5 years ago. I am married to Barb and we have 4 grown children, and one “furry daughter” – a puppy called Lucy who  thinks she is human.
  2. Tell us how you are using technology (including virtual worlds) in your research? I use it to teach about the experience of schizophrenia. It is hard for students to imagine what it is like to hallucinate – to hear voices and see visions – and the capacity to have the avatar undergo those experiences is very helpful for the students and lets them understand about the lived experience of psychosis.
  3. When you heard of the concept of a virtual world, what was your first thought? I have been working with virtual reality for more than 10 years – I started with a CAVE (collaborative virtual environment) in Australia and developed software applications for that type of environment, and then moved “downscale” to the much cheaper more available internet environment when I came to the US.
  4. Besides Second Life, do you participate in other virtual worlds? Not currently, although I am constantly looking at other software systems, particularly the ones used by USC to model the Iraq war environment and treat PTSD.
  5. What’s missing in virtual worlds technologies that could benefit your research efforts? In SL the main missing element is the relative lack of realism of the environment – it is still rather cartoon-like and can’t compete for “reality” with the very expensive VR games that are now widely available. I would also like to see the avatars being able to change more easily on the fly, although the creation of avatar bots is great.
  6. What Web 2.0 services or social networks do you participate in? I blog regularly at http://informationagehealth.blogspot.com and am also on facebook and twitter. I have recently published a couple of ebooks at www.smashwords.com ( one of them is free) and have my own website at www.informationagehealth.com that is set up to both support patients that I see in the real world, as well as to promote my book on internet healthcare – “your health in the information age” published by iUniverse and available through Amazon and most online and f2f bookstores
  7. Do you see benefits of social networks as they relate to your research interests? I am very interested in them and would really like your readers to comment on how they think that social networks could be used in healthcare – they clearly can be a support and information system for patients but I feel they should have more capacity than this and am looking at how they can be combined with mobile environments -  I carry both a blackberry and an iPhone for instance, and am interested in how they could be used for monitoring behavior and symptoms.
  8. What are related fields of science that could benefit from virtual worlds? Certainly the social sciences – also probably genetics, by allowing us to link with unknown family members better…and many others…
  9. What does the future hold? Read my book!!!! – go to www.informationagehealth.com – the last chapter is all about the future of healthcare on the internet – lots of fascinating areas, and I think visualization of large data sets is particularly important – in 3D in virtual worlds – allowing scientists to literally get inside their data – amazing possibilities.

How Virtual Worlds Technologies Benefit The Real World

April 5, 2009
Source: Hopecam

Source: Hopecam

Let’s play word association.  “Webcam” – for me, the association is about keeping in touch with family or perhaps collaborating with colleagues and partners on business topics.  “Virtual Worlds” – my association here is 3D, fantasy, escapism and gaming.  While those associations will likely remain that way for quite some time, there have been numerous uses of virtual worlds technologies that go beyond the “neat and fun”.  It’s not an overstatement to say that they are helping humanity.

Take, for instance,  Hopecam, whose motto is “Connecting Homebound Children to LIFE”.  Founded in 2003, this Virginia-based non-profit connects children (undergoing treatment for cancer) with their friends at school with nothing more than a laptop, webcam and high speed Internet connection.  Hopecam has brought this “connection” to over 75 homebound children.  Their web site has an “Our Kids” section that profiles some of these children – and on this page, you can make an online donation to the organization.

Note: I did an earlier interview with a similar, Ireland-based non-profit, Vizitant.

The Washington Post published an article titled “Webcams Allow Students to Stay Connected“, which profiles 7-year-old Becky Wilson, who’s able to virtually attend class at Jamestown Elementary School in Arlington County via a webcam.  Becky, who was diagnosed with leukemia, is a full participant in classroom activities, according to her teacher, Lainie Ortiz:

The webcam has exceeded Ortiz’s expectations as an academic tool. When Becky tunes in for class and has a question, she raises her hand and Ortiz calls on her. During story time, Ortiz will bring the book she’s reading up to the computer, so Becky can see the pictures, too.

At the Baylor College of Medicine in Houston, Texas, researchers are leveraging a grant from the US Department of Education to “develop an intervention program in Second Life® that focuses on self-esteem, a critical element in health and wellness.”  For women with disabilities, virtual world technologies mean that access to rehabilitation services require nothing more than a computer, an Internet connection and a virtual world application:

“Second Life® allows women with disabilities to experience virtual life as an able bodied person,” said Dr. Margaret Nosek, professor of physical medicine and rehabilitation at BCM. “They can be who they want to be in the virtual world rather than living by the standards set by others,” said Nosek.

“Second Life® allows them to interact with other women while learning and practicing new self-esteem building skills in the virtual world,” she said.

The program will be available in late 2009 – the Baylor College of Medicine published a news article about this virtual intervention program.

Finally, a BBC News article titled “What it’s like to have schizophrenia” tells the fascinating story of Dr. Peter Yellowlees, professor of psychiatry at the University of California, Davis, who is leveraging Second Life to take you inside the mind of someone afflicted with schizophrenia.  Currently on a password-protected island, the purpose of this initiative is to educate people on the condition – there are clear benefits to understanding what it’s like to be afflicted schizophrenia:

“We welcome anything that proposes better understanding.”

“It broadens people’s experiences and narrows the gap between ‘us and them’.”

UPDATE: I published an interview with Professor Yellowlees regarding his use of Second Life.

The next time I login to Skype or Second Life, I’ll be thinking about the wonderful applications of these technologies and how they’re able to deeply improve the human condition.