Google Lively’s creator scores keynote at VW London

As mentioned previously, we’re a media partner for the Virtual Worlds London conference. They’ve just announced that the creator of Google’s Lively, Niniane Wang, will be a keynote speaker.

A new session called FastPitch has been introduced, which allows companies to showcase their virtual worlds-related service or product. You will need to provide a submission beforehand and the best will get the stage for their pitch.

Clever Zebra release two virtual worlds white papers

To coincide with their latest vBusiness Expo, Clever Zebra have released two white papers – available at no cost.

The first is The Essential 7 Point Quick Start for Meetings Professionals, the other is Going Virtual: A Three Point Success Plan for Business.

To get copies, click on the incorrectly titled ‘Download your copy now’ links at this page – you’ll then need to enter your name and email address and then wait a day or so to be emailed the documents. That said, I did get my copies within an hour or so.

The documents themselves are aimed squarely at businesses not yet fully engaged with virtual worlds, and in that context these are quite useful and simple to read. For the more informed there are some contentious statements made. An example:

A Virtual World does not have rules, quests, or any kind of narrative associated with it.
World of Warcraft is not a Virtual World.

That’s one narrow view of virtual worlds – albeit one that will appeal to larger businesses who will have a natural aversion to gaming-based scenarios. Credit where credit’s due though, Clever Zebra don’t beat about the bush about Second Life’s stability issues:

Second Life is notoriously unstable, and regularly crashes, or limps along with limited
inworld services as the system experiences peak loads.

Overall, these two documents are worthy additions to the growing free body of knowledge for business in virtual worlds.

The impact of brands on virtual worlds

Second Life blogger Dusan Writer has written a detailed article on the impact he believes brands have had on virtual worlds and the trend toward smaller virtual worlds.

His tone is best summed up by this paragraph:

And this social media stuff has been a drag too. Best we could do for the poor suffering brands was to come up with the idea of “viral” – which really means “something short, like a commercial, only we’ll get consumers to pass it around rather than pay for media placement”. Because look, everyone’s ignoring your banner ads on youTube, and if you get involved with Facebook widgets you might end up next door to some rocker chick posting half-naked pictures of herself and joining the “I Slept with Someone On Facebook” group, and that’s can’t be so hot for brand equity right?

The section showing different worlds and their alleged immersive elements is worth a look alone.
What say you?

Age demographics and virtual worlds

Metrics gurus Kzero have released a new breakdown of the age variances by type of virtual world frequented.

There’s no big surprises but the figures do further emphasise the power of the pre-teen and teen market for social virtual worlds.

Thanks to Pavig Lok for the heads-up.

Microsoft’s paws on OpenSim?

Am I the only one that experiences nausea at the thought of Microsoft integrating its technologies with the OpenSim virtual world platform?

To me, any technology that’s brand-specific is going to cause more problems than deliver solutions when the longer term view is taken for interoperability.

Virtual Worlds London

We’re proud to be a media partner for Virtual Worlds London, which is being held on the 20th and 21st October 2008.

I’ve seen the positive feedback from previous conferences run by the Virtual Worlds management crew and I’d expect this year’s London event to be no different.

As part of our role as media partner, Metaverse Journal readers get a 10% discount on registrations. Just use the promo code METAJVIP when registering.

So, if you’re planning a trip to the UK, why not get a dose of virtual worlds networking in while you’re there. We’ll bring you updates on speakers and related events in the lead-up.

vBusiness Expo line-up announced

Virtual world business advisers Clever Zebra are continuing their relentless schedule of events and products with the announcement of the line-up for the July vBusiness Expo being held on the 30th July:

– Steve Prentice from Gartner will provide the opening keynote address: ‘Virtual Worlds in Business – Are we virtually there yet?’, “where he will summarize the state of the virtual world business in mid 2008, and explore the opportunities and pitfalls of virtual worlds in business.”

– Dr. Tony O’Driscoll from Duke University will provide the second keynote: ‘ “Webvolution” and the iWeb Singularity.’ – “Dr. O’Driscoll will focus on how 3D internet technologies are redefining how we live, work and play.”

Clever Zebra’s pitch to business for the day is:

Learn from the real experience of organizations using varied platforms with a wide variety of use cases. (These use cases will also help you justify virtual worlds budgets as well as help you better understand the value of virtual worlds). Our panel on “Virtual Worlds @ Work” led by SRIC-BI’s Eilif Trondsen Ph.D promises to be one of the high-value highlights of the day.
Learn about new platforms and technolgies about to affect the enterprise virtual worlds market during our “Clever Zebra Virtual Radar” panel led by me, Nick Wilson.

I’ll be speaking with VastPark CEO Bruce Joy and Sun Microsystems Wonderland’s Nicole Yankelovich among others and discussing the technologies likely to affect the enterprise market within the next 3 – 18mts

Finally, although details will come a little later, we are working together with our partners at Forterra Systems to provide a range of educational sessions that will run concurrently at varied times throughout the day. This means that you’ll be able to catch just the sessions that will help you the most.

The feedback I received from a couple of businesses that participated in the first vBusiness Expo was positive and it’s good to see Aussie startup VastPark getting a guernsey on this one.

Job: The Faith Foundation

As mentioned previously, we have a free jobs board for anyone wanting to get the message out about positions available. Each week we’ll pick an interesting job to feature here on the main site.

This week it’s the first group to use the jobs board. The Faith Foundation is looking for a range of people in Second Life for paid positions.

Got a virtual world related job to promote? Post your ad for free here.

Virtual worlds prominent in BRW’s Top 100 Australian Web 2.0 Applications

BRW have run a feature listing the ‘Top 100’ Australian Web 2.0 applications.

The list is a co-production with Ross Dawson’s Future Explanation Network and you can see the full list here.

The Australia-based virtual worlds that made the list were:

1. VastPark at number 22.

2. MojiKan at number 32.

3. My CyberTwin at number 65.

4. Mycosm at number 69.

That there are four projects in the list shows the strength of the Australian virtual worlds sphere. We’ve covered VastPark extensively and will be profiling the other list entrants in coming weeks. If you’ve used any of these products, what has your experience been?

Interview – David Rolston, Forterra CEO

Forterra Inc is a private virtual world provider with a focus on health care, education and homeland security / disaster preparedness. One of their press releases a few weeks back caught my eye – Forterra has been awarded a Commercialization Pilot Program (CPP) by the US Army for medical training simulations of combat scenarios. So I thought I’d have a chat with Forterra’s CEO David Rolston (via email) about Forterra’s take on virtual worlds.

Lowell:: Can you describe a little of Forterra’s history and whether virtual worlds have always been its focus?

David:: Forterra has been around for a decade already. Initially the company was
known as There.com, and made one of the first social interaction websites (which still exists as There.com). About two and a half years ago There.com made an important change. Our board decided there were promising opportunities in other areas. We spun off a company called Makena Technologies that was licensed to work in the entertainment area, applying the software to creating social worlds for MTV, Coca-Cola and other consumer environments. At the same time we redirected the mainline company to work on enterprise applications and other professional usage, and renamed it Forterra Systems.

Lowell:: For those who haven’t heard of OLIVE, can you give a little of its development history?

David:: As a starting point for the new company, Forterra took the existing software which was built to execute 24 hours a day, seven days a week with millions of users. The software was used very heavily in large-scale, multi-player environments, but it was there for a specific task, namely running There.com. So our first job was to extract a reusable platform from that which would allow a customer to quickly build an enterprise oriented virtual world. That platform is now Forterra’s flagship product OLIVE (On-Line Interactive Virtual Environment). Applications developed using OLIVE allow users to sit at their PCs with a network connection, log on, and appear in an interactive, virtual environment represented as a fully animated avatar. We have the best 3D audio in the industry and have been told by our customers it sounds just like being in a real meeting. Through a choice of simple keyboard, mouse or game controller interface, users are able to navigate through realistic environments, access and deploy equipment, drive/fly vehicles, don personal protective equipment, and communicate with one another. As a scenario is executed, the results are captured by a built in session replay system that support debrief, so users can learn from the simulation exercise.

OLIVE’s distributed client-server architecture enables simulations to easily scale from single user applications to large scale simulated environments supporting many thousands of concurrent users. Working with the OLIVE platform, customers can create realistic virtual world content and plug-in functionality to meet a wide range of simulation needs. An API layer enables customers to reuse existing content, integrate with third party applications, and leverage third party tools. The open
nature of the OLIVE platform allows customers to create powerful multi-resolution and multi-fidelity federated simulation environments.

Lowell:: Is the user interface similar to other virtual world platforms like Second Life?

David:: There are some similarities between the OLIVE user interface and that of Second Life in large part because some of the features and navigation are similar. We find Second Life users are comfortable navigating and communicating in OLIVE within about 10 minutes because of these
similarities.

Lowell:: There are also some graphical similarities to Second Life – does OLIVE have any code that’s similar?

David:: No there is no code that is common or similar between OLIVE to Second Life. The graphical level of OLIVE is more realistic and business oriented then Second Life in large part because the majority of our 3D content has been professionally developed.

Lowell:: You’ve recently announced that you’ve been awarded a Commercialization Pilot by the US Army for medical training simulations of combat scenarios – can you explain a little more about that?

David:: The initial Small Business Innovation Research (SBIR) awards that were granted to Forterra by the US Army have been very successful. We have successfully demonstrated our technology through a phase I and II award, and as a result have been awarded a Commercialization Pilot Program. This program funds the development of features so the software can be used in Army production usage and in the commercial markets. Using the OLIVE platform we developed an application with realistic virtual emergency departments, operating rooms, reception areas, and even entire health-care facilities have been built to support a wide range of training applications, including first responder and trauma training. In the U.S. military, the contemporary operating environment requires combat medics to use their skills in team-based medical combat scenarios for effectively treating trauma patients on the battlefield.

Lowell:: Do you have plans for OLIVE to ever be interoperable with other platforms?

David:: Absolutely. The first level of interoperability we have achieved already is for 3D content to be imported or exported to OLIVE using standard content file formats like Collada. We have several partners who are able to migrate their Second Life content and import it into OLIVE. The next levels of interoperability will include how avatars and even the client software will be interoperable between virtual world platforms, but these two are more in the future.

Lowell:: What sort of technology do people need to use OLIVE?

David:: Today we have a PC only client that runs on either XP or Vista. Our customers are enterprises which have overwhelmingly adopted PCs as their main compute platform for users. However Forterra is working on support for lower end PCs since a typical deployment must run on laptops or desktops that are 1 to 3 years old. We also have excellent support working behind or through firewalls so enterprise IT groups can control who gets access to the virtual world.

Lowell:: What do you see as the key benefits of virtual world-based training?

David:: There are many benefits. First geographically distributed learners can meet virtually for either individual or team training and practice their skills many times before applying them in the real world. For certain types of jobs such as being a soldier or oil rig worker our software saves lives because of the hazards of their jobs. For other jobs such as a sales person the skills and confidence they gain practicing before applying their craft on real customers makes them more effective. Second, OLIVE includes 3D record and replay so teams can conduct after action reviews to pinpoint where learners should improve their performance. Lastly, with the physics and simulations built into OLIVE we can enable interaction with objects that supports a wide range of support and manufacturing type of training around a product or process.

Lowell:: What does OLIVE cost? Is it a scenario-specific cost or can people purchase the software and create their own scenarios?

David:: We offer a Software Development Kit that allows customers or partners to develop their own scenarios. Forterra offers three types of developer programs that include a developer license to OLIVE, documentation, support, and different levels of training and developer services. We
offer a Basic and Enterprise production license to OLIVE that allows small groups to deploy inexpensively with the ability to scale up to 1000s of concurrent users. We offer the option to license industry specific pre-packaged content packs such as a medical and meeting pack as well as plug-ins to standard business systems or integrations. These content packs and plug-ins help customers get into production more quickly and less expensively but with the ability to develop on top of those offerings to meet specific needs.

Lowell:: What plans for future developments does Forterra have?

David:: There are several exciting development areas we are working on. First we have rolled out a virtual collaboration application that shares MS Powerpoint, streaming video, and SCORM elearning content to distributed audiences. Later this summer we will expand the collaboration suite to include any MS Office document type, white boards, and meeting management. We are also wrapping up a new terrain standard we pioneered called Paged Terrain Format that allows importing any legacy terrain database. Later this year we will support extensions of our API for AI middleware vendors so we can provide voice recognition and responses with NPCs. This supports high volume individual training scenarios.

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