Immersive environments and the enterprise: new report

Erica and Sam Driver from ThinkBalm have released a new report. Titled The Enterprise Immersive Software Decision-Making Guide, the focus is obviously virtual environments suitable for business applications. For those not aware of ThinkBalm, they have a growing stable of reports on the state of play in virtual worlds industry, particularly from a business perspective.

Aside from detailing nineteen vendors out there, the guide provides some useful strategies to assist in choosing a virtual environment for an enterprise. It’s pretty standard project governance and needs analysis stuff, but tailored well to the topic.

One of the key points from the guide for me revolves around the regular question of “which platform is best?”:

The vendors come from a variety of backgrounds and have different specializations and strengths and weaknesses. They are not all targeting the same use cases. Just as office productivity suites today now include separate-yet-integrated applications for word processing, spreadsheets, presentations, and more, immersive software product suites will evolve to focus on groups of related business problems. Eventually, we envision an immersion layer developing that will integrate with multiple enterprise systems and applications. But this is years away.

I’m a little more bullish on the ‘years away’ aspect. Two to three years, sure, but I’d be surprised if more widespread adoption took longer than that.

Overall, the guide appears to be a rigourous, well-researched piece of work that should provide a useful base for enterprises looking at integrating immersive environments into their operations.

You can view the full report here

National Portrait Gallery in Second Life

There hasn’t been an enormous fanfare about the launch of the National Portrait Gallery’s doppelganger exhibition in Second Life, but there probably deserves to be. For its first foray into virtual worlds, the Gallery has created an impressive exhibition that beautifully showcases the power of digital artwork.

I asked the architect of the exhibition, Greg More (SL: Dynamo Zanetti) to explain each of the exhibits, which he kindly agreed to do. Greg is a Senior Lecturer in the School of Architecture and Design at RMIT. Since 2002 he’s been primarily engaged in the use of 3D, realtime environments for architecture design visualisation. The RMIT’s island in SL, for RMIT architecture and interior design students, came into existence in early 2007. Greg also happens to be the driving force behind OOM Creative, a local virtual worlds design consultancy

iMirror

Artist: Cao Fei

It seems natural for an exhibition like this to feature machinima, and it’s certainly a striking one that is being shown. Superficially, it’s a montage of Second Life residents’ faces, but the overall effect is much greater.

Greg: “Developed for the Venice Bienale 2007, this is the only work in the show that wasn’t developed specifically for Portrait Island. Space designed to envelope the viewer into a screen experience, and also marks the limits of the landparcel supporting the streaming video.”

CodePortraits

Artist: Patrick Lichty

Aside from the vivid ‘Last Supper’ portrait, which is alone worth a visit, there are also QR codes for each of the portrait subjects, readable by smart phones with the appropriate software installed.

In CodePortraits we can extract these representations from their native environment via Quick Response codes which enable us to watch his archive of footage on our own mobile devices. Viewing these videos on a portable device, that can be played anywhere, at any time, reminds us of the photographs of loved ones and family that we may keep in our wallets, or the earlier tradition of the cameo.

Another fascinating mix of digital media with more traditional imagery.

temporary self portrait in preparation for the singularity

Artist: Andrew Burrell.

The largest work in the exhibition, it’s difficult to provide an explanation of its scope and purpose that’s better than the one provided by the artist himself. In short, the exhibit is a virtual device offering a glimpse of the narratives of the artist’s life, “both remembered and imagined”:

Each of the cubic nodes within the device can forge new connections with its neighbours creating a navigable network of narratives to which the viewer is given access through text and image. The work questions the site of the self and its relationship to the narratives of memory.

Autoscopia

Artists: Adam Nash, Christopher Dodds and Justin Clemens

I have to admit this was probably the exhibit that fascinated me the most. The Autoscopia website explains it nicely, but essentially you enter a phrase such as your Second Life name, and you receive (after a wait) a link to a detailed profile of yourself as found on the internet more widely. Try it for yourself and you’ll likely be surprised with the results.

Autoscopia’s portraits are built using data from internet-based ‘vanity searches’ conducted within the Second Life installation. Each name creates a unique outcome composed of 27 ‘limbs’. Each limb is fed data from websites such as Google, Facebook, Twitter etc, with colours, geometry and audio affected by variations in search volume. Data is then re-published via discrete web pages automatically composed through snippets of text and images collected during the search

iGods

Artist: Gazira Babeli

The experience of entering iGods can be a little disconcerting. The Greek temple exterior contrasts against the impressive experience of having your avatar transposed onto one of the seven ‘sins’ on the inside:

Move a little closer and the clones come to life, morphing into the appearance of the observer’s avatar; replicating their image back at them. Gaz’s hall of mirrors reminds us that, in Second Life, DNA is code and in virtual worlds this code can be replicated or borrowed. This unnerving experience exposes fears associated with identity theft and the often reluctant realisation of personal identification with one’s avatar.

The Wrap

According to Greg, the main approach for the exhibition, and the build, is not to replicate existing notions of portraiture or exhibition space. “Gill Raymond, the curator, set a really open brief for the project, and luckily on my advice we developed the space over a couple of phases, allowing for the environment to evolve, accomodate the artists developing the work, and tie things together with the website content”.

Feedback from visitors to date has apparently been enthusiastic, with a significant cohort of visitors spending more than an hour interacting with the exhibits. Kudos to the National Portrait Gallery for their investment in the exhibition. Alongside the ACVA initiative and the momentum built by the University of Western Australia’s Art competitions in Second Life, it’s fair to say that Australian art in the virtual world is an incredibly lively part of the wider art community.

Check it out in-world

Merged realities – events and issues for virtual worlds

1. Leading Second Life broadcaster Treet TV (formerly SLCN) has expanded its web presence by creating Treet Business. Two new business shows are on the way to complement the current lineup.

The company has certainly come a long way since its 2007 launch. I’m looking forward to appearing on Tonight Live with Paisley Beebe next week to talk about internet filtering.

2. Kzero have some interesting data on the average age of Habbo users by country. Australia is middle of road with an average age of a little over 15 years old. They also have an interesting post on Miss Bimbo, another teen-focused virtual world.

3. A reminder for males aged 18 and over: a Deakin University researcher needs your input for a study on body image in both the real and virtual environment.

4. Linden Lab have employed a Conversation Manager. Wallace Linden has received quite a welcome in the comments on his introductory post, with plenty of discussion on his previous life writing for the Second Life Herald (now Alphaville Herald).

5. Second Life residents are organising a range if fundraising events for the Haiti disaster, with the most comprehensive list found at New World Notes. If any Australians are planning events in any of the platforms around, please let us know and we’ll do what we can to promote it.

The Watch – virtual worlds in the news

1. Macworld (UK) – CES: Money for nothing? Virtual goods market takes off. “Social networking and multiplayer online games are fueling dramatic growth in hard cash earned from goods that exist only in the world of online make-believe, according to companies in that market gathered at the Consumer Electronics Show in Las Vegas. For mainstream consumer electronics vendors, last year may have been “a year none of us would wish to repeat,” as Consumer Electronics Association President and CEO Gary Shapiro put it in a speech opening CES Thursday. Industry revenue dropped 7 percent in 2009, he said.”

2. TechCrunch (USA) – PlaySpan: $30 Million Spent On Virtual Gifts Over Holiday Season. “Should we be considering virtual goods when evaluating online holiday spending? We’ve seen that e-commerce spending over the holidays was strong, with consumers shelling out nearly $30 billion over a period of a few months. Now, virtual goods platform PlaySpan reports that digital goods have seen a similar, if smaller trend, with Americans spending $30 million on virtual gifts in November and December of 2009. It’s no surprise that the digital goods world saw strong sales over the past year; the business was projected to make $1 billion in 2009. And as virtual goods are booming, various startups have emerged to capitalize on this growth by facilitating the exchange around these goods.”

3. Hypergrid Business (Hong Kong) – Intel: OpenSim supports hundreds of thousands of objects. “While most virtual worlds are limited to “thousands” of objects in a single location, OpenSim can support hundreds of thousands, according to a white paper published by Intel this month. As a result, OpenSim-based virtual worlds — like the Intel-backed ScienceSim grid — can be used to simulate complex environments for training, education, physics and chemistry, natural resources and urban planning. “The potential for other types of applications is far-reaching,” the company said. “In the health care arena, for instance, physicians might use ScienceSim to simulate the outcome of reconstructive surgery or visualize medical concepts, such as the impact of asthma or smoking on lung function, or how diet affects the circulatory system.”

4. VentureBeat (USA) – Venture capitalists are bullish on the future of game funding. “Game investing is still going strong, even though it did take a hit during the recession. We calculated that game companies raised $600.5 million in 2009, down 36 percent from the year before. But game-savvy venture capitalists are still bullish on games. We did a roundtable Q&A with some of the best-known investors, in conjunction with the launch of Interactive Age, a new magazine focused on the business of games. The magazine is edited by N. Evan Van Zelfden, who has written for us, and will debut around the time of the Game Developers Conference in March.”

5. News.com.au (Australia) – Avatar perfection causing depression. “AN IDYLLIC planet populated by blue aliens is an ideal setting for cinematic escapism. But the world of the sci-fi epic Avatar is so perfect people have admitted being plagued by depression and suicidal thoughts at not being able to visit the planet. Set in the future when Earth’s resources have been depleted, director James Cameron’s film tells the story of a corporation trying to mine a rare mineral. The humans clash with the natives – a peace-loving race of 7ft tall, blue-skinned creatures called the Na’vi, who exist in perfect harmony with nature.”

6. Wall Street Journal (USA) – Caught in the Web. “Ever since the Internet began to make its way into everyday life—beginning roughly in the early 1990s—commentators have worried over its cultural effects, fearing isolation, regimentation, a loss of privacy or a loss of sustained thought. Back then, Jaron Lanier was one of the pioneers of immersive virtual worlds and helped to popularize the term “virtual reality.” Those were the days when the Web’s promise seemed bright and limitless. Mr. Lanier was one of its champions. Now, as experience has set in, his outlook is decidedly gloomier. In “You Are Not a Gadget,” he sounds an alarm about the social-media technologies of the so-called Web 2.0, arguing that they reduce individuals to mere cogs in a mob-based, crowd-sourced apparatus. “Technology criticism,” he says in defense of his own role in this debate, “shouldn’t be left to the Luddites.”

7. Mashable (USA) – Star Trek Moves into WoW Territory With New Online Game. “he Star Trek fan’s equivalent of World of Warcraft is now playable thanks to an open beta test — and you don’t even have to spend $60 to buy the game as long as you can put up with a few bugs. While Star Trek had become a struggling franchise in recent years, the blockbuster movie reboot from J.J. Abrams that hit last May renewed interest online and elsewhere. Right now the easiest way to get a key to play Star Trek Online is to sign up for an account at gamer download mecca FilePlanet, but more choices will come.”

8. Science Daily (USA) – New Computer Vision System for the Analysis of Human Behavior. “A consortium of European researchers, coordinated by the Computer Vision Centre (CVC) of Universitat Autònoma de Barcelona (UAB), has developed HERMES, a cognitive computational system consisting of video cameras and software able to recognise and predict human behaviour, as well as describe it in natural language. The applications of the Hermes project are numerous and can be used in the fields of intelligent surveillance, protection of accidents, marketing, psychology, etc.”

9. VizWorld (USA) – State Of The Second Union: VizWorld on Second Life. “Ever since I first read Neal Stephenson’s Snow Crash, I’ve been fascinated by the idea of the Metaverse. A virtual world that completely destroys physical boundaries, allowing us to interact and mingle in a virtual space across vast distances with similar realism as being physically there. I’ve seen several virtual worlds rise and crumble, but none as persistent as Second Life. I first tried Second Life back in February of 2006, and after a single day I never returned. It was interesting, but almost overwhelming in its potential so I left it for a “later date”, which never arose.”

10. VentureBeat (USA) – Saints Capital takes stake in Second Life owner Linden Lab. “Secondary investment firm Saints Capital has acquired a stake in virtual world startup Linden Lab, the owner of Second Life. Venturewire reported that Saints Capital acquired the stake from an existing investor, and that Linden Lab was not involved in the transaction. That means that one of Linden Labs’ current investors or employee stakeholders sold the shares to Saints. Linden Lab declined comment.”

Weekend Whimsy

1. SECOND LIFE – MISS BLISS COUTURE 2010 – PATCH THIBAUD AUDITORIUM

2. Second Life Tribute To Dirty Money Feat Diddy Starring Bird Lilliehook and Mega Ordinary

3. Michael Jackson Follet – Remember the Time in Second Life

World of Warcraft, your boss and succeeding at work

For a lot of people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then WoW may be able to help. When I say help, I don’t mean in the ‘yep I’ll call in sick and play WoW for three days straight to show those idiots’ sort of way. I’m talking about the real-world opportunities that WoW can provide you as far as leadership development, strategic thinking, political nous or plain old perspective on the important things in life.

And no, winning 100 Wintergrasp battles for your achievement is not ‘important’ in this context. I’m talking about improved work performance or perhaps (don’t laugh) improved relationships at work or home. It’s not Mana oil I’m trying to sell you, it’s more telling you some stuff you probably already know, but hadn’t thought about in this way. So onto the first instalment: talking about WoW at work, legitimately.

Chances are you’ve talked about WoW at work. In order of likelihood, you’ll have talked to a fellow player, a good friend who humors your WoW passion, or a vague acquaintance that is your only conversation option on a particular day at lunch (the same person that will avoid you the following lunchtime). Unless your colleague plays and has the odd Level 80 or two, the reality is they can’t understand why you’re passionate about WoW, let alone being able to see any real-world outcomes. This is where a change of tack is required. Let’s cross to a typical office lunch room:

Colleague: I’m not sure what to say to my boss in my performance review tomorrow.

You: (deciding colleague would be a ranged DPS if they played) Are you happy with your performance?

Colleague: Yeah pretty much, I haven’t had any complaints.

You: (knowing how a sucky ranged DPS can hide in a big raid) Well, have you ever had people say you have been doing a good job?

Colleague: Not really.

You: (having used the ‘Gear Score is crap as a raid effectiveness measure’ argument many times yourself) Well, there’s your strategy for the performance review. Tell your boss you’re happy with your performance to date, but that you’re really interested in getting better job definition so you can improve further. It’s not reasonable for you to be penalised if the ground rules haven’t been clearly laid out.

Colleague: Yeah that might work. Is that what you did?

You: (Being a leet melee DPS) Nope – I had plenty of positive feedback from people that I was able to show my boss. I actually applied some of the teamwork stuff I’ve learnt in World of Warcraft to my job, and it seems to have helped a bit.

Colleague: Really? What are you doing for lunch tomorrow / can I marry you / omfg I’m signing up for WoW tonight.

It may sound cheesy, but conversations similar to the one above happen all the time. Sure, your chances of getting hitched by providing some WoW-based advice is pretty low, but the odds are better than embarking on a 25-minute discussion with same colleague, of how the well-geared but stupid tank you had to heal in the Pit of Saron wiped your 5-man run three times. All that will lead to is you being tied to your desk and pelted with staplers. Plus, those sort of discussions need to be saved for work friends who actually play and may even laugh at your WoW anecdotes. Maybe.

Over to you: have you ever discussed WoW in the workplace, and if so, did it work for you?

Frenzoo goes 3D

Fashion-centric virtual world Frenzoo have announced the availability of 3D scenes within the world via its public beta.

You can read more on Frenzoo here. I also took the opportunity to ask Frenzoo CEO Simon Newstead for his thoughts on the closure of Metaplace, and he pointed me to some thoughts he’d already written on the topic. There’s plenty of challenges out there for offerings like Frenzoo, but they’re certainly working towards making themselves on of the survivors.

Update: Frenzoo have provided a detailed blog post on the launch.

Body image and virtual worlds: call for study participants

Jon-Paul Cacioli is a Doctor of Clinical Psychology student at Deakin University, and he’s currently conducting a study on body image in virtual worlds. In his words:

“I am looking for participants, male and 18+ to complete a survey regarding both their real world and virtual world body images and psychological states.”

He needs 300 or so participants to take the survey. It’s a fairly intensive process, which takes around 15-20 minutes. If you have that time to give, then go make a contribution toward the increased understanding of how we perceive ourselves in the virtual and real worlds.

Link to the survey

The reverse argument for virtual worlds in the enterprise

With thanks to Tateru Nino for the heads up, this machinima just about perfectly encapsulates the tug-of-war within the enterprise in regards to adoption of virtual worlds as a collaborative tool. It’s an incisive piece that strips bare some of the stereotypes and barriers put forward by business as ‘arguments’ against utilising virtual worlds in their operations.

It’s the sort of piece that may be useful after some initial discussions have been had within an enterprise. It would probably make some people defensive if used up front, but its power is likely to be found after the stereotypical arguments have been made by those less convinced of the opportunities virtual worlds provide.

Watch and enjoy:

UWA Art 3D Art and Design competition: December 2009 winners

The University of WA’s 3D Art and Design competition continues its significant momentum, with the December 2009 winners now announced. The full announcement below, plus you can view pictures of all the entrants on the UWA in SL blog.

As on of the finalist judges, each month makes me more nervous as I realise the depth of talent amongst the artists that have submitted so far. As always, have a look for yourself – the range of art and sculpture is astounding. The December round saw more than 70 entries across the different categories, so it’s an understatement to say there’s lots of interest.

The winners announced:

Igor Ballyhoo & Patch Thibaud truimph in DECEMBER ROUND of UWA 3D Art & Design

Two incredible works took out top honours in the December Round of the UWA 3D Art & Design Challenge announced on the 10th of January at the University of Western Australia’s IMAGINE Challenge Art Platform. On the tie-breaker ‘Chaos In Order’ by Igor Ballyhoo took the top IMAGINE art prize over Anyunie Daviau’s ‘Araucaria Artist Book’ (which won the Artist Book Prize), and renowned architect Patch Thibaud’s submission called ‘UWA Cultural Precinct Nexus’ beat all comers and set a new standard for the FLAGSHIP Challenge.

Igor also took the People’s Choice Award in another close battle that saw over 300 votes cast. This time it was neck and neck with ‘The Cub Rescue’ by Really Scrabblebat and came down to the final hour of voting. An amazing double by Igor, becoming the first to top both categories!

Stunned by the awards win, Igor said, ” I thank all people that voted for my work and I thank the amazing J.S. Bach for inspiration”

The Flagship Build of Patch Thibaud is true masterpiece and has already received a lot of attention in architecture circles. Frolic Mills, a judge for the Grand Prize and CEO of BOSL & CO said, “Patch has been an inspiration to many here in Second Life: From his first build, ‘The Best of SL Boulevard’ to ‘Ciudad de Mexico’ he has received outstanding critics even from people like SL CEO: Mr. M Linden. But what is trully remarkable about his University of Western Australia enty is that Patch was able to build something that can totally be executed in Real Life and that fits right in with the purposes of the University. I would love to see this art gallery come to life in the real world some day! Well done Patch and congratulations!”

Commenting after his win, Patch said, “The University of Western Australia is doing a wonderful thing, in their Flagship Challenge, for architecture in Second Life. The idea of encouraging creations in SL that could be used for a real world building is an innovative and exciting use of Second Life as a design tool, and further strenghthens the relationship of SL with real world applications. And I think the inclusiveness and openness of the process is an inspired and fertile platform for encourageing the arts in SL in general.”

The build can be seen here through the end of January: http://slurl.com/secondlife/University%20of%20WA/70/128/1999

A record total of 69 entries were submitted for the IMAGINE challenge for December and 5 entries to the FLAGSHIP. Professor Ted Snell, Director of the UWA Cultural Precinct (RL), Chair of the judging panel, had this to say about the entries this month:

“The range of works submitted in December was extremely impressive with a much larger number of entries moving on from technical competence in rendering images and objects to speak with an original voice and engage audiences in a conceptually challenging and intellectually rewarding encounter. The winning works were reflective and thought provoking, using the medium as a means of exploring ideas and concepts rather than merely re-presenting borrowed images or reworking existing concepts. They remain vividly in your memory after the screen has been switched off.

The architectural winner displayed a high level of sophistication and combined extraordinary technical competence with intellectual rigour and practicality. ”

At this point, the Challenge has reached 6 continents of the world, with only Antarctica out of the mix. Canada, the USA, the UK, Scotland, England, Spain, Italy, France, Brazil, Chile, Denmark, Holland, Ireland, Portugal, Austria, Serbia, Tunisia, Germany, Japan and Australia are all represented!

A number of other awards were also presented including the the ‘Best Non-Scripted Art’ prize taken by Sistagrlro Wei with ‘Black Soils Plains Running Through My Veins’. Other winners included Miso Susanowa, Jedda Zenovka, Nyx Breen, Scottius Polke, LollyPop Congrejo, Asmita Duranjaya and Oldoak Merlin.

The competition is now receiving entries for the month of January. Location is http://slurl.com/secondlife/UWA/64/132/250

A new prize has also been added to the IMAGINE Challlenge, and this is ‘The Casey Cultural Award’, which encourages artists and builders in all disciplines to research Western Australian historic OR contemporary Culture and present a piece which demonstrates aspects of Western Australian culture, ecomony or society.

A Machinima Challenge with a L$60,000 1st prize, closing on the 31st of January has also been announced.
http://uwainsl.blogspot.com/2009/12/machiniuwa-uwa-machinima-challenge.html

WINNERS FOR THE DECEMBER ROUND

Imagine Challenge 1st Prize: ($L5,000 + Custom T-Shirt)
CHAOS IN ORDER by Igor Ballyhoo

Imagine Challenge 2nd Prize: ($L1,250)
AURACARIA ARTIST BOOK by Anyunie Daviau

Best Non-Scripted Entry: ($L1,250 + Custom T-Shirt)
BLACK SOIL PLAINS RUNNING THROUGH MY VEINS by Sistagrlro Wei

Honourable Mention Prize for TECHNICAL BRILLIANCE (L$500)
VECTOR BEEHIVE by Scottius Polke

Honourable Mention Prize for SERENITY (L$500)
RADIANT STALLIONS by Miso Susanowa

Honourable Mention Prize for MESSAGE (L$500)
SPRAY ADDICT by LollyPop Congrejo

Honourable Mention Prize for BODY OF WORK (L$500)
WORKING FOR YOU & ME, DEVOTIONAL TRINITY & MECHANICAL BIRDS by Oldoak Merlin

Honourable Mention Prize for IMMERSION (L$500)
HEART SEED by Jedda Zenovka

FLAGSHIP CHALLENGE – BUILDING DESIGN

Flagship Challenge 1st Prize : ($L5,000)
UWA CULTURAL PRECINCT NEXUS by Patch Thibaud

Flagship Challenge 2nd Prize: ($L1,250)
FUTURELab by Nyx Breen

ARTIST BOOK PRIZE

Artist Book 1st Prize : ($L2,000)
AURACARIA ARTIST BOOK by Anyunie Daviau

Artist Book 2nd Prize: ($L500)
ASMITA’s PHILOSOPHICAL BOOK DISPLAY by Asmita Duranjaya

PEOPLE’S CHOICE AWARD (L$500)
CHAOS IN ORDER by Igor Ballyhoo

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