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Second Life Riding Gartner's Hype Cycle

Gartner_hype_cycle_2006_1 Kevin Dugan asked my opinion about where Second Life tracks on Gartner’s Hype Cycle.  In his post on the topic he targets Second Life at the down slope of “Peak of Inflated Expectations.”

Before I bite on Kevin’s friendly bait, let me say a few words about the Gartner Hype Cycle: It is a highly illustrative tool.  It is meant as:

“an educational tool that helps explain why technologies should be adopted based on your individual needs and goals, rather than on the generic levels of hype and disillusionment in the marketplace.”

It is important to note that media/publicity follows this fairly predictable pattern – not necessarily the adoption of a technology. 

On the surface, if we took all the media stories across all the industries they cover, in less than 8 months media enthusiasm has likely reached Kevin’s graph point.

What’s ridiculously fascinating, though, is to step back and observe the coverage.  Anyone who stops by here with any frequency could guess I follow the coverage of SL pretty closely, but I must say my little analysis here is absolutely cursory and 95% anecdotal (but I just may do something more rigorous as time allows because it points to a bigger issue).

When American Apparel jumped into Second Life is when I saw the enormous up-take in coverage.  Just after Reuters took the plunge seems to have been the peak of media enthusiasm – with the last couple of months showing the media movement toward Gartner’s “Trough of Disillusionment” (sorry, Adam, no reflection on Reuters).

Anyone in communications knows that stories need “angles” and that no one media outlet can “do” the exact same story as the next one.  As more stories about how cool a technology is (or anything, really) hit the stands editors look for other angles and those follow a fairly predictable pattern: what’s new; who/what is doing it; who's who; what’s dirty; what’s controversial; what’s bad/opposite; who/what has been successful; who/what are the duds; hidden costs; why it will hurt our children; why it will help our children.  This maps pretty closely to the pattern of SL coverage so far (the children thing is coming, I promise).

I’ve been interviewed by several media outlets during this same timeframe, by the way, and have picked up on these “trends” in the questions, as well as through reading media.

And very little of it is a reflection of “reality” – a lot of Stephen Colbert's truthiness going on.  I would estimate 75% of the articles I've read, are written by persons who have little knowledge of the topic and usually repeat something printed elsewhere whether it reflects fact or not.  This is probably a necessary evil since no journalist can be an expert on everything they must write about.  I submit, though, this may be a reason behind the Hype Cycle's existence.  ☺ 

I joked with a colleague yesterday that the recent 20,000 concurrent SL logins that immediately preceded its off-line status late this week was due to reporters jumping in before they write their next story. 

In my little bubble of the blogosphere and media reading, SL is the hottest thing around.  But, the truth is 99.9% of businesses, marketers and communicators have never heard of it, don’t even have virtual worlds on their radar and could see no reason in the universe to start thinking about them if you put it in front of them.

So, finally, Kevin, here’s my opinion (aren’t you sorry you asked?).   In the media bubble, I'd say you’ve hit the right spot on Gartner’s Hype Cycle. 

In terms of the adopters who are actually working in SL...well, I guess I’d have to say they are in the “Slope of Enlightenment.”

[1-1-07 update] A great related post  on Terra Nova, Countdown to an SL backlash. Thanks csven via comment on Clickable Culture.

December 31, 2006

Virtual Fireplace, Real Warmth

Virtual is so not new. 

Virtual_fireplace_2 Back in 1966 a televised Yule Log became a New York City tradition.  For 25 years people used its virtual warmth to brighten their homes during Christmas.  WPIX brought it back in 2001 after a 10-year hiatus, and it apparently garners more viewers than Christmas Mass at the National Cathedral (another “virtual” event for viewers, I might add).

It is simple.  A 7-minute looped video and holiday music.

It provides a sense of warmth; a gathering spot for gifts and conversation. Yet it isn’t present in our home.

Jonathan Finkelstein, author of Learning in Real Time  draws a parallel between a virtual fireplace and virtual spaces – and the “warmth” offered by each in this 3-minute video podcast.

(His message about “simple”  communication is worth taking to heart - in vritual or real world).

December 30, 2006

 

Two Sides of the Second-Life-for-Marketers Coin

Waves_007 Waves.  You know, they swell, hit the shore and then they recede.

The Second-Life-for-Marketers debate feels like that.  Waves of "second life is the new now thing" hit with the requisite response/undercurrent of "oh, it is SO not."

It's been fun, frequently amusing, sometimes irritating - and the vehemence is more than a little baffling. 

A month ago Horace Clutterbuck's real world persona wrote on the Churbuck.com blog 10 reasons why he didn't like Second Life for marketing.  It garnered its share of comments and blog responses.  But, with every ounce of me, I hope you read Giff Constable's blog post response to 9 of Horace's ten points (one was about Horace's dislike of being pitched - n.a.) 

I wish we could all calm down a bit about Second Life.  But the stridency of the pundits tells me there must be something to Second Life (which to me is a stand-in for "virtual worlds"), so calm is unlikely.  The jockeying for position tells me there is opportunity here, so those swells will get higher.

The trend I think I'm seeing: those on the "oh it is SO not" side are looking at "now" - as in today, in this exact moment, give-it-to-me.  Those on the "new now thing" side, they are taking a longer view of "now" - as in where-we-are-heading, progress, what-we-need-to-be-learning-about now.

Giff deftly points out - everyone is right.   

December 29, 2006

Reviewing Second Life in 2006

Giff Constable over at Out to Pasture has a great post summarizing all the happenings in Second Life during 2006. 

Recommended reading - and an easy way to catch up on the many SL highlights!

December 28, 2006

IBM Questions Second Life #3

Part 3 and the final questions posed by IBM at their recent mixed reality global "think tank."  Part 1 is here.  Part 2  is here.

Roo Reynolds blogged about the event here and provides links to the complete chat transcripts.

[Clarification 12-29-06:  The responses to the following questions are mine, not Roo's. The questions were posed - these are my answers.  Poor Roo should not have to take the blame for them. You can see eveyone else's answers on Roo's chat transcipt.]

What are your thoughts on these?

What about interoperability between worlds?

Ultimately, permeable identities and interoperability will be important.  But so will non-permeable identities.  Permeable is key for enterprise solutions.  Non-permeable may hold more attraction for recreational/creative endeavors.  Privacy will continue to be highly prized and cannot be overlooked in the Real World/Virtual World interoperability equation.

Would you prefer separate virtual worlds per brand (i.e., a separate McDonald's virtual world)?

There is definitely a place for this – just like there is for the Internet and intranets; MySpace and Linkedin.  Virtual worlds will be purpose-driven.

What is more important, one perfect world or lots of interoperable ones?
A big “universe” (like the web) with small interoperable ones makes a perfect virtual world says SnoopyBrown Zamboni.  I agree!

How can IBM play a role?
First, IBM brings legitimacy to virtual worlds for enterprise solutions.  This spurs the collaborative efforts and momentum on a broad scale.  Second, IBM understands b2b solutions and bringing virtual world collaboration to enterprises is a logical step.  Third: technology solutions, hosted solutions and business consulting leadership for v-business deployment.

Your turn...

December 27, 2006

IBM Questions Second Life #2

This is "part 2" of an earlier post about IBM's mixed reality Virtual Worlds global “think tank” in Second Life, held on November 30. The purpose was to think out loud about the potential of virtual worlds.  As promised in my earlier post, here are a few additional questions we tossed around.  I've noted my opinions on each.  Please add your own!!

Roo Reynolds blogged about the event here and provides links to the complete chat transcripts.

[Clarification 12-29-06:  The responses to the following questions are mine, not Roo's. The questions were posed - these are my answers.  Poor Roo should not have to take the blame for them. You can see eveyone else's answers on Roo's chat transcipt.]

What would slow/stop the growth of Second Life?

  • Lack of reasonable scalability; lack of web interoperability. 
  • More competitive introductions of virtual worlds. 
  • Overlooking the “user” part of “user generated content” and focusing too much on mapping the environment to enterprise requirements.  For either Linden Lab or enterprises to capitalize on the benefits of UGC (lots of content with little or no incremental cost and social networking behaviors), the environment must continue to stimulate user-ownership.

How to make it attractive to more people?
Interoperability, identity permeability and a better 3d engine will make SL more attractive, but ease-of-use that is critical.  Right now there is a heavy burden on user literacy.  Over time, “game babies” will be the dominate force in the work and market place, but in the near future, UI is vital – as well as less demanding user generated content building tools.

Is the Second Life culture anti-corporate?
I don't believe it is, in general.  The biggest fear is intrusive advertising and competing with the resident businesses. Arrogance is also a frequent complaint. 

The nature of SL sims is that they are “opt-in” and therefore they don’t intrude on most residents.  Some do feel threatened by the competition and the lack of cultural understanding.  They fear losing the culture of SL.  I think that is a very legitimate concern, and one that probably will likely take the same path as the web…some people collaborate, others compete, but overall crowds win.

There is still far too much “first world” thinking going on with brands – they need to step back and rethink the consumer and their marketing within this specific context – and within 2D social worlds, for that matter.

Enterprises need to understand the hyper-self that exists in virtual worlds.  They need to rethink/reconfigure the 4P’s of marketing (product, price, placement, promotion) for these spaces.  Gamers and virtual world residents look at “self” very differently – and that influence will only become greater and touch more areas in marketing and workplace as virtual spaces expand.

December 27, 2006

Second Life: Tips for Business

An article I wrote a month ago or so for Optimize Magazine will be hitting the newstands on January 1.  Some of the verbiage that went under the editor's knife was a side piece with a few tips for businesses who are moving into Second Life, or are considering some of the other "outside world" opportunities the interest in virtual worlds is fueling.

So, here are those tips:

Invest time before money.  Appoint a 3D liaison to inhabit and learn about virtual worlds for your potential applications. 

Purchase your name.  Not all worlds offer them, but Second Life is offering custom last names which can serve to identify your team or employee avatars.

Create avatar guidelines.  You have a blogging policy, right?   Okay, well get one of those too.  Create guidelines for your group or employees while operating in world under your organization’s name.  The breadth of activities available within Second Life is rather robust.  Some may not be consistent with your brand image.

Find and leverage the social and information structures.
  Social virtual worlds are social – incorporate social activities and the existing social structures into your strategies – and  go ahead and create new ones.

Don’t replicate 2D experiences in a 3D world.  Three-dimensional spaces offer expanded opportunities for engagement with all types of content, but not everything is better in 3D.  PowerPoint bullets are just as boring to an avatar – how about walking your audience through the issue as a 3D model?

Embrace the “Game Babies.”  Develop for them and win. Hire them – and listen.  There are real generational differences that can both challenge and enlighten your teams.  Remember that the true “gaming generation” is just beginning to enter the work force and their interactive and social expectations are high, and are a rich source of innovation for your organization.

December 22, 2006

The New Publics: Text 100 Presents a Second Life View

Publics_text100_002_1 Yesterday Gregor Kondo of Text 100 presented his views in Second Life on “The New Publics” in a gathering of the Kuurian Expedition.  Unfortunately, a real-world meeting called me out of the question and answer period, but I have posted the transcript of Gregor’s talk below (if I find a version with the full Q&A I will link to it here - [full transcript]).   

First, a few thoughts of my own come to mind:

Publics_text100_001_2 Gregor's thesis is that we are living more individualized lives today that are not as “regulated” (influenced) by public institutions, brands or even our doctors and lawyers.  Gregor stated that as a result of this people are building trust in “new ways” – i.e. with people that share our interests – and that technology allows us to find these peers.

Gregor refers to “new publics” as people inventing their life in communities of peers.

In actuality, people have always lived their lives in communities and “trust networks.”  Today those communities may be geographically dispersed and trust networks may be larger, or perhaps more narrowly focused; but the fact is people have always trusted each other more than organizations - always.  In fact it is these peer communities that often track to the demographics marketers and media use so heavily today to segment markets.

There is no causation in the formation of peer communities to the lack of trust in institutions.

There is, however, causation between technology-connected people networks and the expansion of peer communities.  People have always trusted each other; networks are simply amplifying their ability to connect to each other.

The result is organizations have lost some/much of their power as intermediaries.

Because people were previously limited in their ability to connect by pure geography, organizations (of many kinds) served as connection points.  Today, the role of the organization is changing/diluted to that of a participant within a community of interest because people are not dependent upon any organization as the hub.   

This is where marketers, communicators, and business leaders fall into a bit of a trap – thinking of participatory technologies as creating “new publics.”  Anyone who has suffered through one of my presentations can hear me saying at this point “this is sociology, people, not technology."   All those “web 2.0” applications are simply enabling / amplifing something we as people (publics) have always been doing.  The difference is marketers, communicators and business leaders are seeing it and feeling it.  It is the “democracy” effect.   

But what about the question of  “new publics” in Second Life?  I believe the answer is yes – virtual worlds may indeed be creating “new publics.”  But not because people are connecting in “micro communities” within SL as either an augmented or an escapist social network.

I believe virtual identities open up the question of “new publics.”    People are people inside SL, just like outside SL.  But their interests are typically quite different in virtual spaces, their needs and desires are different in virtual spaces, as well as what it is possible for them to attain. Their values may even be 180-degrees different in virtual worlds.  My virtual and real-world identities might be transparent or they may be completely hidden from each other.  But in either case what I value and what I wish to experience in each environment may intersect very little.

The nature of Second Life – and massively multiplayer online environments in general have ‘role playing’ as a core feature or value.  People can of course role play in the more “transparent” virtual spaces of 2D social networks, like MySpace, but it is less of a core feature – or as easily maintained – as in 3D immersive environments like Second Life.

In virtual worlds social capital is at least as important as, and perhaps more important than, financial capital.  One’s virtual identity creates, expands and spends this social capital – and it does not necessarily impact in any way one’s real world social connections. 

In my mind, learning how virtual identities create “new publics” is where marketers and communicators will need to focus.  That means they will also have to participate through their own virtual identities.  Hmmm.  How interesting will this get?

What are your thoughts on “new publics” in virtual worlds?

Here is the transcript of Gregor’s presentation:

Gregor Kondo:

Welcome everyone!
Can you hear me? :-)
Please apologize that I’m sitting here, I simply didn’t want to stand throughout the whole session
Why would that include a talk about New Publics?
As you might know, the Kuurian expedition was sent “to the wild and foreign lands of cyberia” in the spirit of scientific expeditions of the 15th to 19th centuries
Is there such a thing as New Publics at all?
To answer those questions we need to take a look at the bigger picture
There are fundamental waves of change going through society, business and technology.
We all experience them somehow. I can’t go into detail, but here are a couple of catchwords:
In society, we are seeing much more flexibility, but also more risk for the individual. We are also seeing demographic change, gaps of wealth and values, migrations, etc.
In business we have to deal with globalization, super-fragmented markets, commoditization and price wars, lost loyalty with customers and employees, increased social responsibility, etc.
And in technology, we are seeing the rise of distributed computing, open systems, participatory technologies (I don’t like “web 2.0”), biotech, clean tech and much more.
All these developments are closely related and would deserve a large discussion, of course.
But for today, let’s just look at how these changes play out for our topic: the publics.
Let’s start from the society angle:
The relation between the public and the private is being redefined. We are living more individualized lifes that are not as regulated by public institutions as they used to be for our parents and grand parents.
As a result, people are building trust in new ways. They have less trust in established public institution like governments or brands, but even in personal advisors like doctors or lawyers.
Instead they increasingly build trust with people who share an interest with them: their peers.
In other words, we have more confidence in each other than in institutions.
For example, while our grand parents would have blindly followed the advice of their doctor, we are looking for someone else who suffers from the same disease before we undergo that surgery.
In addition to this social dynamic, we are empowered by new internet technologies to find our peers. We can use search engines to find someone else with that same rare disease who lives on the other side of the planet.
And we can create or join a community of patients with that disease on blogs or social networks.
Our more individualized life style and the technologies to push it through also results into increasingly fragmented markets.
Just consider this: while a grocery store in the fifties might have carried 3,500 items, today’s supermarkets will carry ten times this number.
Now, how do virtual worlds like SL relate to this?
We believe they are just a more radical technology for people to create an individual life and connect with their peers
They are an interesting version of the New Publics that are released from old institutions.
But in principle they are part of the same dynamic you can observe in any social network today, be it online or offline: people are inventing their life in communities of peers.
So, the New Publics are not a resort of virtual worlds, they are a dynamic of our time.
Against this background, we can also challenge the old distinction between the public and the private.
Is your SL identity private?
It is in the sense that you might hide from your RL communities that you are Super Girl in SL.
But then again you also live a public life as Super Girl within the virtual world, and the relationships there are very real.
From that perspective, it is rather your RL identity that is private, or even virtual!
Let’s add the corporate level to the discussion.
Today, we have corporations like IBM that do have a RL and a SL presence.
I think as a first step it is important to realize that the New Publics are everywhere in this system.
There are communities of interest inside Second Life, and there are communities of interest emerging inside corporations.
In the case of the RL corporation IBM, there are thousands of blogs on their internal blogging platform where people can find their peers they share an interest with.
Of course, they can do the same in SL, but in a more creative, experimental way.
For example, if there were an IBM project on monkeys, the IBMers could meet in SL in the jungle.
Now, theoretically I don't see any reason why all these different communities couldn't connect.
If and only IF there is an interest they share!
IF there would be indeed an interest they share, the COULD connect.
That said, as of yet, they rarely do,
because they are too much focused on their own agendas
rather than mutual benefits.
On the business side,
many are runniung into SL like they ran for internet domains ten years ago.
Often without being clear on their own objectives
and even less clear why the SL community would bother.
But also on the SL side, there are "immersionists"
who live and work in SL
and seem to feel threatened by the corporate immigrants
rather than considering how they could enrich the virtual world.
But there is even another layer we have to add:
The media. Both in RL and SL
The New Publics don't need them to connect.
That was different for hundreds of years.
But they still have a huge role to play:
as clarifiers and amplifiers.
Again, that's true in theory, not always in practice.
But I do believe that Public Relations can help to build all those connections between the New Publics.
I know we can in RL.
I"m confident we will learn to do it in SL!
Thank you!
I think the publics are all about the relationships between individuals.
Regardless of the fact whether their identity is unveiled.
Today, individuals can connect without the media.
They are empowered to have their own voice.
Still, the media can help with the connection.
As clarifiers and amplifiers.
Make sense?
[13:35]  Denials Frazer: it does, but i would like an example
[13:36]  Gregor Kondo: Okay, so my son is a penguin enthusiast.
[13:36]  Farley Scarborough: /nods
[13:36]  Intellagirl Tully: doesn't the media sometimes serve to cloud things, to present only one side, misrepresent instead of connect?
[13:36]  Gregor Kondo: He can find his community using a search engine.
[13:36]  Gregor Kondo: And they can connect withot traditional media.
[13:37]  Gregor Kondo: On all things penguin, like the last movie
[13:37]  Gregor Kondo: the next zoo
[13:37]  Gregor Kondo: the best travel agency
[13:37]  Vincent Doctorow: wasn't it the media that made people aware of the movie, however?
[13:37]  Vincent Doctorow: wasn't it the media that made people who went and saw happy feet that the movie was out in the first place?
[13:37]  Gregor Kondo: But he will still enjoy an article in a magazine that provides him some context
[13:37]  Vincent Doctorow: more than other peopel saying, "look, here's a cool movie about penguins coming out"
[13:37]  Frank Koolhaas: here it will become more and more important to manage public relations. so, the elder ppl in SL have some advantages, because they know better this environment. what will think the ppl with a big experience in RL and no experience in SL. They will accept that?
[13:37]  Gregor Kondo: like the ecosystem of penguins and what they need for their life
[13:38]  Denials Frazer: so the media can provide a context
[13:38]  Vincent Doctorow: Yeah good question.
[13:38]  Gregor Kondo: I'm surprised you would see it like that.
[13:39]  Gregor Kondo: I believe that companies have much less control on these gatherings today.
[13:39]  Gregor Kondo: Think of a drug company...
[13:39]  Gregor Kondo: and the community of patients discussing nasty side effects
[13:39]  Decka Mah: Except that they actually own the place we a re meeting in...and control the rules around it
[13:39]  Vincent Doctorow: I can see where Rik is coming from. The internet that has united penguin enthusiasts and amplified their interest in penguins can just as easily unite terrorists and amplify their interest in extermism.
[13:40]  Gregor Kondo: How would they have been able to do something like that in the past when they are dispersed across the globe?
[13:40]  Vincent Doctorow: It could bring a core or mainstream group of people closer together but just as easily pull the fringers father apart.
[13:40]  Gregor Kondo: Well, we are still exploring what we can do, but
[13:41]  Gregor Kondo: we will try to help building relationships between the New Publics that will be a win-win for all.
[13:42]  Gregor Kondo: You don't need to get spammed.
[13:42]  Decka Mah puts her hand on her heart and hears violins as the "win-win" tune plays in her head ...NOT
[13:42]  Gregor Kondo: I think the filters for users will get always better. Think RSS in a big way.
[13:42]  Frank Koolhaas: I see that there are still some skeptics around. when I talk about SL, some still laugh. when will it change?
[13:42]  Gregor Kondo: On the branding q.
[13:43]  Gregor Kondo: I think we are seeing a shift in brand development.
[13:43]  Spizaex Stepanov: I think that is the point.. You are not interested in pills, because you are sastisfied with this. The media have to discover what are your new interests, or create one for you, that you could buy..
[13:43]  Gregor Kondo: From the corporations to their communities.
[13:43]  Gregor Kondo: Think of the Treonauts blog.
[13:43]  Gregor Kondo: It was created by Treo users.

December 21, 2006

Korea Sees 50% of Its Computer Crime Related to Virtual Worlds.

Zocalo_olog That's a statistic Edward Castronova, virtual world expert and author of Synthetic Worlds: The Business and Culture of Online Games, cites in an interview on public radio show, Zocalo.  This is a must-hear interview.

Zocalo_1 He asks us to imagine that a new world has been discovered. He draws an analogy to the discovery of America and the massive changes in European society it provoked: the prodigious migration of people, the new economic models that were created, and the awakening of democracy.

Today, the migration is a different kind, and perhaps more massive.  We are shifting some fraction of our time and attention into instantly accessible virtual worlds.  Castronova estimates there are 20-30 million people who are now logging into some kind of virtual reality.

Castronova, who is also an economist, spends much of his time telling policy makers and business leaders it is time to pay attention. 

Korea is facing significant social and economic issues due to the large percentage of its population who spend considerable time in virtual spaces.  And, he suggests the Korean experience is a look into the future for the rest of us.

Filling the court docket with virtual world crime as just one societal area that is about to be seriously challenged.  He wonders how we keep students in school, for example, when they can choose fantasy-on-demand instead.  Although educators currently view gaming as an “opportunity,” Castronova says Korea is showing us that the opportunity phase is over – and that we must be integrating immersive experiences into education or we will lose eyeballs to these far more compelling spaces.

Should governments respond?  Castranova warns virtual reality is moving too fast for our systems to keep up – and that it is vital for governments to devote attention to them and to their impending impact.

Listen to the interview on Zocalo, Life 2.0 Market and Society on the Virtual Frontier.  In the second half of the show, Cory Ondrejka, Chief Technology Officer for Linden Lab, talks about the workings and culture of Second Life and gives fascinating examples of how it is affecting the lives of real people, education, and real-world spaces.

Castronova is currently working on a new book, The Fun Revolution.

December 16, 2006

SL Business Communicators Meeting: Roo Reynolds IBM Evangelist

A huge thank you to Roo Reynolds, IBM's Metaverse Evangelist, aka Algernon Spackler, for spending some outstanding quality time with us today. The meeting with him was energizing.

He spoke about  some of the history of IBM's commitment to Second Life and virtual worlds and announced to the group the opening of the IBM sims to the public (although the news was released earlier).  He also mentioned their work with Circuit City in SL, building the retail store of the future.  IBM is releasing news today about Circuit City's venture.

I included some images here of a tour of the IBM sims I partially attended earlier this morning.

Browse through the transcript below for the rest of the story.

Introduction

[8:00]  You: Hello everyone. This is the Bus Communicators Meeting.
[8:01]  You: We have Algernon - aka Roo Reynolds here with us
[8:01]  You: He is the IBM Metaverse Evangelist.
[8:01]  JohnT Randall: i'd guess that most of us are marketers / PR people / advertising ppl
[8:01]  You: He's been kind enough to give us 30 minutes of his time to talk about what IBM is doing in SL.
[8:01]  Blue Vale: hi Roo
[8:01]  Algernon Spackler: hi everyone
[8:02]  Kamichat Watson: thanks Roo
[8:02]  You: He wants to keep this informal, and he's very interested in your views so feel free to jump in, right Algernon?
[8:02]  Algernon Spackler: that's right
8:02]  You: Please Algernon, take it away
[8:03]  Algernon Spackler: thanks for the introduction

Ibm_002 A Little History and Now 950 IBMers

[8:03]  Algernon Spackler: hi everyone. Nice to see you all here
[8:03]  Algernon Spackler: so yes, I'm Roo Reynolds in RL, with the rather interesting title of "metaverse evangelist"
[8:03]  Algernon Spackler: I'd like to share with you what that means to me, what IBM is up to at the moment, and anything else you'd like me to cover
[8:04]  Algernon Spackler: I have about 30 minutes, so I'm keen to be driven by your questions
[8:04]  Altyn Zeddmore is Online
[8:04]  Algernon Spackler: maybe I should start with some history? Do chip in with any questions as I go
[8:04]  There is no suitable surface to sit on, try another spot.
[8:04]  Algernon Spackler: I've been an IBMer for 9 years now, starting as a sponsored student
[8:04]  Algernon Spackler: (e.g. sponsored through university)
[8:05]  Algernon Spackler: in that time, I've done testing, development, customer facing work, ...
[8:05]  Algernon Spackler: and more recently got involved with Emerging Technologies
[8:05]  Algernon Spackler: often web 2.0 stuff
[8:06]  Algernon Spackler: some time at the start of this year, around February or March, my friend Ian Hughes (another IBMer) suggested I should get into SL
[8:06]  Algernon Spackler: and since March I've been hooked
[8:06]  Algernon Spackler: I began to push my Emerging Tech job heavily in the direction of virtual worlds
[8:06]  Algernon Spackler: and from a small core of 3 or 4 of us in those "early days" IBM now has a big community in SL
[8:07]  Algernon Spackler: 950 at the last count
[8:07]  Algernon Spackler: rising fast
[8:07]  Alicia Encinal: wow
[8:07]  Algernon Spackler: Ian (epredator Potato) and myself have been busy sharing the good news of virtual worlds with as many people internally as we can
[8:07]  Algernon Spackler: and of course some IBMers were involved before us
[8:07]  Algernon Spackler: so finding them and getting to know them has been fun
[8:08]  Kamichat Watson: IS that 950 employees?
[8:08]  Algernon Spackler: that's right. 950 IBMers *that we know of* use SL
[8:08]  Algernon Spackler: I've done plenty of work with our VPs, technical leaders, the whole technical and business community to make sure everyone stays in touch

Ibm_003 Virtual Universe Community

[8:08]  Kamichat Watson: How is that changing the internal environment in IBM?
[8:08]  Algernon Spackler: we now have a "Virtual Universe Community" within the company
[8:08]  Kamichat Watson: Are you talking about it at the water cooler, for instance
[8:09]  Algernon Spackler: and it really has made a difference to the environment here, yes
[8:09]  Algernon Spackler: so many of us use it to keep in touch
[8:09]  Algernon Spackler: for many of us it has overtaken internal IM as a way of keeping up with each other
[8:09]  Algernon Spackler: and yes, it's the subject of many conversations with the company
[8:09]  Algernon Spackler: we have an internal blogging system for example..
[8:10]  Algernon Spackler: and many of the most commented posts there this last couple of months have been about SL and virtual worlds
[8:10]  Kamichat Watson: How do you feel that 3D environments will impact the core businss in the future?
[8:10]  Algernon Spackler: possibly. I'm optimistic that there's a lot of potential, but I'd also acknowledge that it's early days
[8:11]  Blue Vale: has IBM drawn a vision for the metaverse & if so what is it?
[8:11]  Algernon Spackler: the customers I meet with are interested to know more, and how they should best get involved
[8:11]  Algernon Spackler: the "vision" is encapsulated in something we are calling "3d Internet"
[8:11]  Algernon Spackler: and we can come on to that in a minute
[8:11]  Algernon Spackler: if that's ok
[8:11]  Blue Vale: ok

Ibm_006 A Sneak Peak at IBM Sims - Opening to the Public

[8:12]  Algernon Spackler: let me share some more of what we've been doing already
[8:12]  Algernon Spackler: some of it is rather exciting
[8:12]  Algernon Spackler: so, back a few months ago, Ian decided we needed some room to play
[8:12]  Algernon Spackler: this when there were 5 or 6 of us that we knew of
[8:12]  Algernon Spackler: mainly our local friendship group, and some people we'd discovered were already users
[8:13]  Algernon Spackler: so he bought some first land, and I got the plot next door
[8:13]  Algernon Spackler: that gave us somewhere to build and experiment
[8:13]  Algernon Spackler: eventually, we out grew it
[8:13]  Algernon Spackler: and Ian paid (out of his own pocket) for an island
[8:13]  Algernon Spackler: Hursley, named after the RL IBM location we both work at
[8:13]  Weiss Plessis: Is your role as "evangelist" primarily as an evangelist within the company, or do you deal very much with external clients?
[8:14]  Algernon Spackler: it was (and is) an internal sandbox
[8:14]  Blue Vale: in england, right?
[8:14]  Algernon Spackler: I'll come back to that if I may
[8:14]  Weiss Plessis: okay, thanks
[8:14]  Algernon Spackler: Hursley is for IBMers to mess around and build things and experiemnt together.
[8:14]  Algernon Spackler: which may sound insular, but it fills a useful role
[8:15]  Algernon Spackler: we also have another sandbox island, called IQ
[8:15]  Algernon Spackler: and a public one called Almaden
[8:15]  Algernon Spackler: which is named after the research lab
[8:15]  Algernon Spackler: and is a public meeting space. It's nice. You'd like it.
[8:16]  Algernon Spackler: there have been other spaces IBM and IBMers have bought and set up
[8:16]  Algernon Spackler: so..
[8:16]  Algernon Spackler: a couple of purely residential ones
[8:16]  Algernon Spackler: for example.
[8:16]  Algernon Spackler: But, and this is very new news, we are announcing 12 new sims today
[8:16]  Blue Vale: i see
[8:16]  Alicia Encinal: 12?
[8:16]  Blue Vale: open to the public?
[8:17]  Algernon Spackler: the IBM innovation complex is a rather large land mass, split into three big islands (of 4 sims each)
[8:17]  Stephen Arnold shouts: Everyone! Let the man speak!
[8:17]  Algernon Spackler: 6x2 grid = 12 sims. It's pretty enormous :-)
[8:17]  Blue Vale: will it be open to the public?
[8:17]  Algernon Spackler: I'm happy to get the input actually, helps me decide what to say next
[8:17]  Algernon Spackler: heh
[8:17]  Algernon Spackler: yes.
[8:17]  Algernon Spackler: starting soon
[8:17]  Algernon Spackler: we're announcing today, and opening to the public soon. Hopefully either late tonight or Monday morning
[8:18]  Algernon Spackler: depends on whether the people involved need a weekend or not :-)
[8:18]  Blue Vale: exciting
[8:18]  Algernon Spackler: very
[8:18]  Algernon Spackler: I'm personally thrilled to be a part of this
[8:18]  You: I was just over there and it is amazing!
[8:18]  You: Be sure to visit.
[8:18]  Algernon Spackler: so, to answer the question about is it public.. yes. Most of it will be (soon) public most of the time
[8:18]  Algernon Spackler: there may of course be times we need to have areas locked down for private events
[8:18]  Algernon Spackler: or customer projects or whatever
[8:19]  Algernon Spackler: but the majority of it will be open most of the time.

Corporate Presence in Second Life

[8:19]  RickOShea Courier: Is there any talk in IBM about the PROCESS by which the 'community' decides what SL and by extention the 3D web is to become?
[8:19]  Blue Vale: will the ibm efforts be worldwide or HQ'd at one place in RL
[8:19]  Algernon Spackler: the process is a good question.
[8:19]  RickOShea Courier: There is some concern about big corporate takeover
[8:19]  Algernon Spackler: it has to be public, and involving people from around the world
[8:20]  RickOShea Courier: amen
[8:20]  Algernon Spackler: by that I don't just mean companies around the world, but people
[8:20]  Algernon Spackler: standards are important here, for the future of virtual worlds, and either we need to drive the ones that exist or help the community in forming new ones
[8:20]  Algernon Spackler: regarding the location within IBM of the virtual worlds work, I can say for sure it's outgrown any one location
[8:21]  Algernon Spackler: we're now a global community
[8:21]  RickOShea Courier: sounds good, but it's a huge power shift
[8:21]  Algernon Spackler: regarding a takeover, I don't know about that. Corporates and brands have been getting involved for a while. I *hope* the results have been largely positive, but obviously those of us interested in these things learn from what doesn't work too
[8:22]  Kamichat Watson: I am wondering, what does IBM see as tehy future of teh 3D internet. Does it trancend SL, for instance?
[8:22]  Visitor Counter 1.7: Welcome to the Info Island Open Air Auditorium
[8:22]  Algernon Spackler: one that that seems obvious to me is that coming into SL (or any viortual world) for the publicity is a short term move and doomed to fail
[8:22]  Alicia Encinal: i agree
[8:22]  Algernon Spackler: any presence needs to give something back to the wider community. Something I keep in mind a lot.
[8:22]  Blue Vale: Can you tell us if there are opportunities for independent contracttors & small biz working with IBM. And if so how they will work together?
[8:22]  Altyn Zeddmore: You said earlier that you may close areas for customer work - what type of customer work do you foresee?
[8:23]  Algernon Spackler: THe future of virtual worlds (the virtual universe? the 3d internet?) is probably greater than any one instance of a virtual world, yes
[8:23]  Algernon Spackler: well, we have some customers already

Circuit City's Retail Store of the Future

[8:23]  Algernon Spackler: some clients have approached IBM in the past weeks and months looking for help
[8:24]  Algernon Spackler: one is Circuit City
[8:24]  Algernon Spackler: and we've been developing a retail store of the future for, and with, them
[8:24]  Algernon Spackler: it's very early days, but it's already pretty interesting
[8:25]  Algernon Spackler: there's an interactive sofa upstairs for example,. which you can use to visualise which sized TV you would need based on the distance of your sofa from the wall
[8:25]  Algernon Spackler: it's fun
[8:25]  Blue Vale: Can you tell us if there are opportunities for independent contracttors & small biz working with IBM. And if so how they will work together?
[8:25]  RickOShea Courier: 3D internet like so many things isn't good or bad - it's just a next generation communication tool - it's how we use it that makes it what it becomes. - not to confuse the 'steak' with the 'sizzle'.
[8:26]  Altyn Zeddmore: Is most of it aimed at futuristic development? Or are you using SL for proof of concept opportunities?
[8:26]  Algernon Spackler: well, most of what we've done so far has been done by IBMers (there are loads wanting to get involved with building etc). For one project we've teamed with AImee Weber, which has been fun
[8:26]  Algernon Spackler: I want to see more of those sorts of parterships too
[8:26]  Algernon Spackler: Some of what we're doing is to do with collaboration: how we work together as a company
[8:27]  Algernon Spackler: some is to investigate new applications and business models and services
[8:27]  RickOShea Courier: Colab - one of my favourite words :)
[8:27]  You: We have about 5 more minutes
[8:27]  Algernon Spackler: as I said, it's early days and we really are exploring and experimenting at this stage
[8:27]  Kamichat Watson: How far off do you think it is before 3d Internet, in which many could participate (maybe through a browser), is?
[8:27]  RickOShea Courier: We're pioneers!

Final Thoughts

[8:28]  Swirler Giles: What would you say is most lacking in SL in its current state, or what do companies coming into SL need that is not available yet?
[8:28]  Algernon Spackler: I think the 3d internet is probably a blurring of the lines between the best bits of Web 2.0 and the best bits of virtual worlds
[8:28]  Algernon Spackler: Swirler: thank you. Good question.
[8:28]  Algernon Spackler: (all the other questions have been good too of course)
[8:28]  Algernon Spackler: my biggest issue with SL today is the fact that I can't run an internal server
[8:29]  Alicia Encinal: yes!
[8:29]  You: That is important for enterprises.
[8:29]  Algernon Spackler: that might not sound like a big deal, but when you're behind a firewall all day you are very aware of these things
[8:29]  Kamichat Watson: and from the client side, access is linted to those with fast enough machines to run the software
[8:29]  Algernon Spackler: we can't talk openly on SL as we can't treat any area as confidential
[8:30]  RickOShea Courier: They would need an understanding that it's more than just a "game" - for one. Surprisingly many people think just that - and it's almost impossible to persuade them otherwise unless you can get them IN it. Tough paradigm shift.
[8:30]  Algernon Spackler: Yes.
[8:30]  Blue Vale: i guess that's true in a pure client-server model
[8:30]  Algernon Spackler: somone mentioned earlier in IM that I look like an alien.
[8:30]  Algernon Spackler: I do look like an alien here, that's right.
[8:30]  Davee Commerce: surely not!
[8:30]  Algernon Spackler grins
[8:30]  Altyn Zeddmore: hmm, we're all aliens in this world...
[8:30]  Algernon Spackler: so, have I missed any questions?
[8:30]  Algernon Spackler: I need to go soon
[8:31]  Giovanni Tweak: you don't sound like one
[8:31]  Kamichat Watson: thanks Roo
[8:31]  00trader00 Harrison: SL is a good sandbox to try out and sort out all these concepts being discussed. I think too many are focused on events but that is very limited as to scope unless parallel events are run together. The real power of SL is being able to broadcast/syndicate out....maybe via video players in clubs, apartments, etc and help people connect with web info and stores from whereever they may be at.
[8:31]  RickOShea Courier: We'll miss you! :)
[8:31]  Algernon Spackler: I've really enjoyed this
[8:31]  You: Algernon, thak you so much!
[8:31]  Algernon Spackler: many days I meet with people who don't yet "get" SL or virtual worlds
[8:31]  Altyn Zeddmore: Thanks, Algernon
[8:31]  You: We are delighted you have shared the time with us!
[8:31]  Algernon Spackler: so to meet with residents is a lot of fun
[8:31]  You: Please come back!
[8:31]  Stephen Arnold: /memo Talk to Torley Linden... Get to know him a bit
[8:31]  Blue Vale: it was too short
[8:31]  Altyn Zeddmore: Someone should have flowers for you
[8:31]  Torley Linden: thanks so much for the presentation, Algernon :)
[8:31]  Blue Vale: we need another meeting
[8:32]  RickOShea Courier: the use of that word "evangelist" is strangely appropriate.
[8:32]  Davee Commerce: Thanks Roo - look forward to seeing the new sims
[8:32]  You: Thanks Roo. We may stay around and chat a bit.
[8:32]  Torley Linden: i like that title a lot, "Metaverse Evangelist"!
[8:32]  You: Roo blogs at eightbar and at rooreynolds.com
[8:32]  Weiss Plessis: are the new sims searchable under "IBM"?
[8:32]  Swirler Giles rolls eyes at altyns refference
[8:32]  Algernon Spackler: cool. Look out for the "IBM" region very soon
8:33]  Algernon Spackler: tonight, or next week
[8:33]  Alexandra Rucker: when will it be ready?
[8:33]  You: Is there anything in the chat that I can publish, Roo?
[8:33]  Algernon Spackler: it's looking amazing already, though will never be "finished" of course
[8:33]  Algernon Spackler: it's part of the fun
[8:33]  RickOShea Courier: nicest alien I ever met... not that I've met a lot of aliens....
[8:33]  Stephen Arnold: That is the best part... Is putting the finishing touches on the master peice
[8:33]  Algernon Spackler: ZnetLady: as far as I'm concerned everything I just said is bloggable
[8:33]  Algernon Spackler: even the customer has agreed to be identified
[8:34]  You: Excellent. I will be posting the transcript.
[8:34]  RickOShea Courier: hi Mom!
[8:34]  Algernon Spackler: and it's all in the public domain
[8:34]  Algernon Spackler: cool
[8:34]  Algernon Spackler: I may put a copy at eightbar.co.uk too
[8:34]  Algernon Spackler: I've enjoyed this a lot
[8:34]  Algernon Spackler: thanks everyone
You: If you aren't in the Bus Comm group and want to keep up on our meetings, join SL Business Communicators.

December 15, 2006

IBM Questions Second Life

On November 30th IBM hosted a Virtual Worlds event in London for European press.  IBM teamed the real world day with a global “think tank” in Second Life. I was lucky enough to be among the 33 bloggers, thinkers and researchers IBM invited to join the brainstorming session on one of their sims that day.  Roo Reynolds blogged about the event here and provides links to the chat transcripts.

The purpose of the session was to illicit thinking about developing a perspective of what Second Life means - and what might be the potential of such virtual worlds.  With Roo’s permission, I thought it would be interesting to open IBM’s discussion to a wider audience and post some of the questions we discussed – with the hope you will jump in with your answers.

[Clarification 12-29-06:  The responses to the following questions are mine, not Roo's. The questions were posed - these are my answers.  Poor Roo should not have to take the blame for them. You can see eveyone else's answers on Roo's chat transcipt.]

Here's the first:

1)    What makes Second Life so interesting with only 9000 people logged in at the moment?

My answer:  Second Life is so interesting because:

a) it is built around social concepts: social gathering, collaborative “building,” the ability to bring into SL some social artifacts like music, activities (shopping, games, movies), and tools with which to create.  These things mirror the social nature of 2D networked communities and the sociological shifts in network behavior.

b) It is one of the few truly “accessible” playgrounds to explore the concepts of the web as 3D. 

c)  SL offers immersive experiences that cannot be replicated within a 2D environment – this has potential for learning, prototyping, training, entertainment, experimentation, marketing.

d) It is opening new technological opportunities for technology developers/service providers. 

I believe the early “game babies” are also driving the commercial interest in SL – and that this trend will only increase.  Expectations for this just-entering-the-workforce group are high - and they will continue to exert pressure toward more immersive user interfaces.

How would you answer the question?

NBC ‘Rethinks Media” with Second Life (and more)

Gno_ivillage_001 The media and blogosphere is abuzz this week over iVillage’s foray into Second Life with their new Girls Night Out initiative.  According to the Girls Night Out blog, the event will be held every two weeks and will showcase existing SL locations, SL women and sub-cultures within Second Life.  The inaugral event is to be held this Thursday, December 14 at 6 p.m. Second Life time. 

iVillage, which was purchased by NBC in March, notes that at least half the residents of Second Life are women and that women spend more time in Second Life than men.  This suggests their move into Second Life is a natural fit.

Gno_ivillage_002 But far more interesting is the bigger picture. Bob Wright, NBC chief executive has indicated that iVillage is slated to become the cornerstone of the GE-controlled group’s online activities.  The iVillage web site is being completely redesigned and relaunched – and iVillage is going to be more closely tied to NBC television programming.  In fact Wright is indicating there will be far more “editorial combinations” of content across NBCs programming.  As part of the new branding campaign, a new daily talk show, iVillage Live will be simultaneously broadcast on NBC Universal local stations, BRAVO, and at ivillagelive.com.  I suspect the big-screen TV in the new Second Life iVillage Loft will also be tuned into the show.

Girls Night Out may signal NBC’s plan to seriously explore tying television programming to immersive environments like MTV has done with its Virtual Laguna Beach.  If iVillage is to be the cornerstone of NBC’s online activities, Girls Night Out may be just the beginning of new content categories for the conglomerate, leveraging virtual environments. 

Wright also indicated NBC would be looking  at acquiring some marketing services companies.  Hmmm. I am pondering if one of them just might be a virtual world services company.

For more information about iVillage's brand campaign see the GE web site.

iVillage Loft is on Sheep Island in Second Life at:  41/156/25.

 


December 13, 2006

Business Communicators of Second Life Typepad Featured Blog Today

Typepad_featured2 A word of welcome, if you are here via Typepad's Featured Blog.  Join in with us discussing Second Life and virtual worlds! 

Better yet, log into Second Life, try on a new persona and join us in-world!

Thanks to Typepad for choosing Business Communicators of Second Life as today's featured blog.

December 13, 2006

Edelman's Grid Review Machinima Property Launches

Gridreview_001 Edelman's machinima project, the Grid Review has launched.  The project/web site is a joint publication of Edelman and The Electric Sheep Company.  Grid Review seeks to present Second Life news in machinima format with submissions from residents.  It kicks off with such initial news categories as Building/Architecture, Business & Economy, Editorial/Opinion, Entertainment, Fashion, Policy & Governance, Social Trends, and Tips & How-to's.  The Grid Review is co-anchored by two Second Life residents, Moo Money and Nylon Pinkney, and launches with a half-dozen machinima.

Grid Review is one element of Edelman PR's Second Life launch.  They are also in the midst of conductng a Second Life business plan competition, submissions for which are due on December 20, 2006.

Gridreview_004_1 Grid Review is accessible on the web, but is not [yet] available in-world on the Edelman sim.  You are invited to submit your machinima and 3pointD hints that there may be some tools or features in the works to facilitate machinima production.

December 12, 2006

RSS Going 3D: Microsoft's UniveRSS

Microsoft's UniveRSS is a showcase application for the Windows Vista operating system that demonstrates emerging 3D possibilities for RSS.

Universs While the feeds themselves are not yet 3D content, UniveRSS visualizes RSS feeds and their contents in a 3D-type display.  The 3D feed reader display is a full-screen "universe"  with cubes representing feeds.  Like tagging systems, the size of the cubes represent the number of unread items.  RSS feed cubes display feed logos as well feed contents.

From Microsoft's The Panel:

You navigate through the feed galaxies in a game-like environment, freely moving in all three dimensions. Selecting items in lists will turn the cube to the next side displaying the item's content including images. Just click the right mouse buttons and you turn back to the list view or to the galaxy.

Currently UniveRSS is managed through Internet Explorer 7, however in the future feed management will be able to be done inside the UniveRSS application itself.  The source code as well as the UniveRSS application is downloadable from Microsoft's site.  UniveRSS requires the Vista operating system.

UniveRSS is not Microsoft's only foray into 3D environments.  They announced Photosynth in July of this year, which "stitches" together images from all over the web into 3-dimensional displays.

The 3D web gets ever closer.

December 10, 2006

Dutch Report on Second Life: Also Available in English

From Guus van den Brekel a.k.a. Namro Orman in the Netherlands comes word of a Dutch study on Second Life by EPN.

I quote from Namro's blog:

Epn They have done a interesting survey into who is involved in Second Life and came up with some surprising conclusions about what people are looking for in Sl! From the Management summary: "EPN explored the consequences of the fusion of virtual and physical reality in the areas of economics, rights and well-being by researching the new opportunities which this fusion offers our society." Here are some of the most interesting conclusions:

  • A considerable portion of those surveyed stated that they spend more than 20 hours a week in the virtual world, Second Life. A large group indicates that more than 30 hours would be the amount of time which they spend there.
  • It is striking that those surveyed who spend considerable time in Second Life frequently belong to the creative or IT professions.
  • Many of those surveyed who indicated that they spend considerable time in Second Life were women. They are frequently better educated than the men, often at university level.
  • The relationship between happiness in real life and in Second Life is strong in the group 30 hours and more except for those who are unhappy in real life. They are happier in Second Life. In the group are several people who are house-bound because of circumstances, illness or a handicap.

Second Life appears to be a large social experiment. Visitors form societies and make their own rules. They find their own ways to maintain their standards and values. There are, just as there are in real life, visitors who enjoy harassing others. Products are sold. Some objects can be copied at will; others are subject to copyright rules. All sorts of social and economic problems which manifest themselves in real life do so in Second Life as well.

You can request a copy of the full report by emailing info@epn.net.

Photo credit:  Guus van den Brekel

December 10, 2006
 

Public Affairs in Second Life: Crisis in Darfur with Mia Farrow

Halocaust_002 Last Friday Lichtenstien Creative Media was to hold an interview and visual event in the Infinite Mind sim with actress and activist Mia Farrow, sponsored by the Committee on Conscience of the U.S. Holocaust Memorial Museum.  Ms. Farrow was to discuss the worsening situation in Darfur and Chad amid images that needed no words.  Tragically, a real world fire emergency kept the event from happening on Friday as scheduled.

The event will be rescheduled according to the LCMedia web site.  LCMedia are the producers of the Infinite Mind radio show.

In the meantime, the Infinite Mind outdoor visual event is available on the sim.  It replicates the photography exhibit, Our Walls Bearing Witness – Darfur: Who Will Survive Today?, that was projected onto the walls of the Holocaust Museum in Washington D.C. during the Thanksgiving week in the U.S.   

The virtual exhibit was scheduled to be dismantled on December 12,  however, in light of the circumstances, it may remain until the interview can be rescheduled. It also includes a video of the real world exhibit installation.  Don’t miss out.  Take a few minutes and teleport over.

This is yet another example of the powerful communications tools Second Life affords. 

Halocaust_005 I often refer to “360-degree” content when urging clients and colleagues to rethink information presentation in 3D spaces.  By that, I don’t necessarily mean an object which an avatar can walk around, through or physically interact with.  I also mean rethinking more powerful content through multimedia.

Second Life is global.  Issues we want people to experience often have universal impact.  We cannot rely on language to communicate here.  Some things become diluted with language.

Rethink media.

Holocaustmuseum











The Infinite Mind is located in Second Life here.

For more information on the real world event, see the Holocaust Museum web page.

December 10, 2006

Public Affairs in Second Life: Alzheimer Society of Ontario

Alzheimers_001 The Alzheimer Society of Ontario, in partnership with the Second Life Library 2.0, is hosting a moving exhibit in Second Life called Remember Us.  The photo exhibit features eloquent black and white images captured by Canadian photojournalist Cathie Coward.

Some of the most powerfully delivered experiences in Second Life are delivered simply.

Although the brand builds of recent months are impressive, very few communicate.

The temptation is to overwhelm our senses with the surroundings, demanding our pre-frontal lobes create the “being there” experience. Because we can do anything here, the temptation is to do it.

Second Life presents opportunities to experience an issue – not just a space.

Our brains are wired for simulation - that is what our pre-frontal lobes are for. Virtual social worlds like Second Life lend to captivating the brain completely and engaging the emotions through that “being there” reaction. 

It seems counter-intuitive in such an immersive place to let the silence and inherent simplicity of the Second Life environment speak our messages.  In it lies the opportunity to transcend the noise of the real world.

Alzheimer_000_1 As you enter the front door of the Remember Us exhibit a quiet question lies before you:  “What if everything behind you was forgotten?” 

There is something about walking in silence among the larger-than-avatar images that makes me wonder over and over. 

Message delivered.



The award-winning Talk for Memories podcast series will be available at virtual podcast listening stations, along with a 20-minute streamed documentary, Coffee and Prayers, which tells of the impact of the disease through a caregivers story. 

Shadow Fugazi, curator, and Medium Helevtic (Wayne MacPhail), emerging media consultant, are also including some brain games and a walk-through brain in the exhibits they are building.

The Remember Us exhibit leads off the Society’s 2007 Alzheimer Awareness campaign and is the first of several virtual initiatives it will stage in Second Life.

Alzheimers_003_1 Remember Us runs from December 14 at 5:00 p.m. through the end of January. Donations are being accepted in Linden dollars with the proceeds being used to create additional Alzheimer-related educational spaces in Second Life.

The press release has been posted at the Info Island blog.

The exhibit slurl at Info Island II is here.

And, if you’ve never visited the Second Life Library 2.0, check out the expansive work on information delivery being done in Cybrary City. Slurl for Cybrary City is here.

December 10, 2006

Third Party API Promotes Second Life Registration

Small signals are present almost daily - signs that give us little previews of the coming melding of virtual worlds onto the web, or business, or our real lives.  One is a technical happening that may seem small, but it is definitely worth businesses taking note of as an element to integrate when creating a Second Life presence.

Signaling the importance of third parties to the growth of Second Life, Linden Lab has made an interesting change to their Terms of Service recently:

"You may establish an Account with Registration Data provided to Linden Lab by a third party through the use of an API, in which case you may have a separate, additional account relationship with such third party."

The third-party registration API Linden Lab is about to make available will allow organizations to establish a direct relationship with potential Second Lifers from the get-go by facilitating SL registration right at the point of contact via their own corporate web sites.

Dell_web In fact, both Dell and NBC are ready to roll with this, - they have already integrated it - encoura