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Emergence of Virtual Worlds A look behind Second Life and its application to business
The use, disclosure, reproduction, modification, transfer, or transmittal of this work without the written permission of IASA is strictly prohibited. © IASA 2006
Akhil Kumar ([email protected] ) a.k.a. Rob Cushing
IBM Certified Senior IT Architect, IBM India
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© 2007 IBM Corporation
Agenda
Evolution of Virtual Worlds
Virtual Worlds Potential
Second Life
Applications to Business
Demo
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Struggling to Survive Information Overload
e-mail
IM
Web
newspapers
audio/video
business data
market reports
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Visualizations: Cure for Information Overload?
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Visualizations: Cure for Information Overload? Social Interactions More Like Real Life
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Evolution of internetworking
Individual
Connected
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Evolution of Web 2.0 Personal websites → Blogs Britannica Online → Wikipedia BBS → Forums Content management systems →
Wiki Directories (taxonomy) → Tagging
("folksonomy") Screen Scraping → Web Services HTML → AJAX Double-Click → Google AdSense
Key Themes to Remember Social networking User-generated content Collective Intelligence Rich User experience
Evolution to Web 2.0
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Massively Multi-user Online Role Playing Games (MMORPG)
A software environment where each individual who is logged in
is represented as an icon that is visible to other individuals who are logged in
Can ‘interact’ with other individual through actions of their respective icons
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An application that runs on the internet and allows the
Creation, manipulation and shareable experience of
persistent 3D representations of real-life artifacts along with their behaviors and resultant scenarios,
through open, standards based (man-machine) interfaces.
What is a virtual world
Massively Multi-user Online Collaboration Platform (MMOCP)
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Imagine the Internet with Highly Immersive, Visual Components and Social Interactions
3-D online spaces where your “avatar” can walk around in a real life setting
Build virtual buildings and machines, socialize and exchange ideas with others – even do business
…satisfying two key aspects of being human: our innately social and visual natures …
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Second Life
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Second Life
“An online society within a 3D world, where users can explore, build, socialize, and participate in their own economy.”
– Linden Labs
Since 2003, it has grown explosively and today is inhabited by a 7.25 Million people from around the globe.
A vast digital continent, teaming with people, entertainment, experiences and opportunity.
Residents retain the rights to their digital creations, they can buy, sell and trade with other residents.
The Marketplace currently supports millions of US dollars in monthly transactions.
This commerce is handled with the in-world unit-of-trade, the Linden dollar, which can be converted to US dollars at online Linden Dollar exchanges.
Demographic – Average Age – 34 Male: Female Ratio – 60 % in favor of Women
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Two remarkable features
User Generated Content Hundreds of thousands of player-
created downloads are available, for furniture, wallpapers, clothes, gadgets with behavior
User content can help turn a great game into a mainstream phenomena. (Limitless possibilities)
We believe that players will be given more and more direct control over the shape and structure of the world through further refinements in concepts such as crafting and ownership.
Ownership Rights Who owns the artifacts that are
being created inside the virtual worlds ?
Linden Lab, the creators of Second life made an unprecedented offer to its players
It allowed residents to retain full ownership rights to their virtual creations
This created a real economy
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Early Virtual Worlds Business Applications
Commerce Collaboration and Events
Education and Training
Other Emerging Applications
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Early Adopters – Commerce
Improve customer serviceand satisfaction with 3-D help
Simulate entertainment experiences
Custom design tools in a 3-D, immersive environment
Preview how products will look in your home
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Early Adopters – Collaboration
Global events, audience participation
Virtual meetings, sharing
Connect after meetings like you would in real life
Closer to real life than teleconferences and web chats
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Early Adopters – Events
Recreate real world destinations, events
Spectators immersed in action, take view of athletes
New revenue stream opportunities
Provide access to remote destinations for millions
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Early Adopters – Education and Training
A highly compelling distance learning environment
Connect with experts and teachers from around the world
Train, rehearse, role play in virtual world
Simulation of real world environments for “walk-through” or re-enactments
3-D models, immersive environments recreate real life and simplify the complex
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Emerging Business and Societal Applications
University of California, Davis: Peter Yellowlees, professor of psychiatry at UCD using Second Life to simulate and experience Schizophrenia
Centers for Disease Control: Created virtual clinics to train emergency workers who might be called to rapidly set up medical facilities in a national crisis
ANWR* Oil Rig: Second Life’s ANWR oil rig demonstrates ability for development of education and workflow optimization of process based industries
* Arctic National Wildlife Refuge* Arctic National Wildlife Refuge
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Emerging Business and Societal Applications
Medical or other training using virtual world technology
Rehearsal and role playing
Simulations and response
3-D models, immersive environments recreate real life and simplify the complex
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Evolving to a 3-D Internet
Immersive, social attributes reflect real life experience
Move towards open standards will reduce interoperability challenges
Faster computers, improved graphics, more bandwidth continuing to improve user experience
Beyond Second Life, moving toward a 3-D Internet,integrated with current 2-D Net
Significant potential for all industries
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Transforming Customer Experiences
Improving Business Process (i.e, supply chain, manufacturing, HR)
Commerce and Transactions
3-D Modeling and Simulations
Real World and Virtual World Connections
3-D Internet: Implications and Opportunities
…applications nobody has imagined yet
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American ApparelMicrosoft
Enterprises Now In Virtual Universe
Text 100 Adidas
Sun Telus Starwood HotelsSony
Intel Reebok Toyota Vodafone
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Education, Charity and Government
News, Media and Advertising
Harvard NOAACancer SocietyUN Against Poverty
Infinite Mind
Wired CNET BBCBBH
Mark WarnerLeo BurnettReuters
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Demo Application: Furniture retail of future
Aspects of a Retail Experience in Virtual Worlds Browse, Compare Assembly, Interact/Customize, Buy, Fun, Familiarize.
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Thank You