Industrial Designer Syd Mead Shares Near-Future View

"...the house will become a place where you are - even when you’re not there."    --Syd Mead

Sydmead Syd Mead, award-winning visual futurist, industrial designer and artist treated us yesterday via National Public Radio to a rather fun and sometimes slightly disturbing peak into our near future.  Mead consults with companies helping them to design entertainment, environments and products based on his legenary future-vision.  He designed the scientific worlds of StarTrek, Bladerunner and Tron; the interior of King Fah’d’s private 747; and the 360-degree format Jules Verne time tour for EuroDisney, to name a few Mead projects.

Luckily you can listen to the full 7.5 minute segment at All Things Considered, but a couple of things are just too fun not to share here. 

Mead was asked about the future of transportation – enter mainstream holography:

Mr. MEAD: "The future of travel involves getting there either physically or by electronic means of duplication. And as we perfect the whole art of holography, you will find that a lot of human contact, face-to-face, will be accomplished by telemedia, duplicating the person, much like portrayed in “Star Wars” when Princess Leia appears on his little, tiny holographic figure. And it’s reality reduced and then recreated at destination, and it’s very valid."

Mead guesses mainstream holography is less than 15 years away, but says it has been proven through technical history that we “always estimate too conservatively.” 

I have to admit, it was this one that really caught my attention - a new service model?:

Mr. MEAD: "Bill Gates is housed up in Redmond. He is buying the rights to some of the world’s best known paintings. So you will rent the picture on your wide-screen or your wall-screen. You’ll rent “Pinkie” or “The Blue Boy” or a Degas or a Rubens. And you’ll rent that picture on your wall on your screen for a certain length of time, just like cable TV."

Mead mentions fabrics that will instantly change colors and patterns, and tells us that Mercedes is working on automobile colors that will change on demand through shifts in light refraction.

It all sounds just a little like my current Second Life.

Hear the All Things Considered segment here.

You can purchase the transcript here.

January 2, 2008

Virtual/RealWorld Custom Manufacturing Project: Double Happiness Jeans

It took me some digging to put all the pieces together, but this is just too fascinating not to have made the effort. 

Without a doubt Second Life is helping companies innovate products and processes - even though 2007 mainstream media was seemingly all about SL marketing efforts.  Often such innovation is being done inside organizations that are quietly tapping the collaborative, cost-saving virtuality of it all.    But Double Happiness Jeans is a public and shining example of the innovation potential of Second Life.  This is product innovation, design innovation, process innovation, business model innovation - and perhaps much more lying just below the surface.

Dhj_bannerJeans_2 Double Happiness Jeans are real world custom-made jeans that are "manufactured" virtually – and then delivered to your local Kinkos or Double Happiness Jeans express store location. The jeans are the product of the  Invisible Threads, project that explores telematic manufacturing through Second Life. 

Hjassembly_4 The project is virtually replicating a RL assembly-line manufacturing facility, with ten manufacturing stations each correlating to a specification of the custom jean order.  The physical “just in time” inventory system allows customers to place an order for one of several styles of jeans with a live factory representative at a terminal.   The process then enters Second Life. 

Jeanshj_2 Customers can watch their jeans being created in real time in the virtual factory via projection screens.  At the end of the manufacturing process the jeans are output on Tyvek material to a large-format printer in physical space.  With simple assembly the jeans are ready to wear. The manufacturing process takes about 20 minutes. 

Double Happiness Jeans is employing an “indentured servitude” model for its SL workers.  Workers will be given land (and Lindens) in exchange for their factory service over three months’ time, emphasizing the relationship of the exchange of real world dollars for virtual assets. 

From the Invisible Threads web page:

Doublehappiness_002_2 "At the start of each workday, workers will need to clock-in. The worker will then be assigned to a specific department and workstation and given a specialized task to perform. Just as in a real life factory, workers will be monitored by a department supervisor and be held accountable for their speed and efficiency and any production errors. The erratic flow of supply and demand and extenuating circumstances such as equipment failures and irrational dispositions may result in docked pay, layoffs and overtime."

Doublehappiness_004_2 Project collaborators and Double Happiness Jeans co-owners, Dr. Stephanie Rothenberg and Jeffrey Crouse of Eyebeam also hope to shed light on the politics of outsourced labor and the role of “play” in cultural production, according to Adam Elenbass over at Reality Sandwich.

The project will have a special debut at the Sundance Film Festival in the New Frontier Theater on Main Street in Park City, Utah January 17 – 27.  On-site sales staff in Park City will help you customize your jeans, or you may order your jeans on the web site through February 2008.

Double Happiness is currently hiring and training SL factory workers.  Check out their promotional video.

Eyebeam is supporting the project on their Second Life Island, and the profits from the project will be used to maintain the project and pay factory workers.

Double Happiness Jeans is located in SL here: secondlife://Eyebeam%20Island/204/43/27.

Questions come to mind

Doublehappiness_006 How might this disrupt the clothing manufacturing industry?

How might this open up unseen revenue opportunities for Kinkos?

What new businesses might develop to “receive” in the physical world that which was “manufactured” in virtual space?

Might this potentially impact equipment manufacturers in the future?

Edward Castronova’s book Exodus into the Virtual World dicusses the possible impacts on the economy when segments of the population are spending time and energy producing in virtual economies rather than real ones.  How might such virtual telematic workers impact economies, labor, laws, society?

Doublehappiness_003 Are you at least considering how practical virtuality might impact your business?

Is SL really just some cartoon interface?



December 31, 2007

Surf's Up in Club Penguin with Sony Movie Promo

Sony_clubpenguine While the blogosphere is all abuzz with rumors Sony and News Corp are both eyeing a Club Penguin purchase, I find it interesting that Sony's newest movie promotion is a Club Penguin membership give-away.  The grand prize is a year's free membership in Club Penguin.  The tie-in is promoting the movie, Surf's Up, opening in theaters June 8th.

Lesser prizes range from a month of membership to an annual membership. 

I'd say Sony knows the value of Club Penguin in more ways than one.

May 23, 2007

UGS (Siemens) Enters Second Life to Be Near Customers

Not customers like you and me.  No.  More like General Motors.

This is big B2B. 

Ugs UGS are purveyors of innovation through collaboration.  They assist such minor organizations as Proctor and Gamble, Lockheed Martin, NASA and Toshiba to innovate faster, better, cheaper by using collaborative “ideagoras.” Visualization and 3D modeling are also vital elements in helping customers and customer partner companies to rapidly develop products and manage a cost-effective product lifecycle.

That may sound all buzz wordy – but if you’ve read Wikinomics, you know that mass collaboration is driving the most successful companies today.

Second Life is an extension of what UGS and their customers are doing in other virtual places. I see this as significant a move in 3D environments as IBM’s and Sun’s recent announcements.

The UGS machinima says it all.  It is worth the 1.5 minutes and the click – go ahead.  Click.

By the way, UGS didn’t leave their visualization expertise in RL.  This is a sim to visit just to see and learn how to implement information presentation in a visual medium.  And, they have a microsite for the initiative that is simply perfect.

UGS is a Siemens company.

UGS is located in SL at UGS Innovation Connection 128, 128, 0.

The Electric Sheep Company developed the UGS sim.

Photo credit:  UGS

May 8, 2007

IBM and Sun Charting Virtual World Business Territory

While the natives of Second Life are restless due to infrastructure challenges that are causing teleports to fail, inventory to disappear and transaction loops to fall short, IBM and Sun are leaping into new industrial-strength virtual world turf.

Both companies have been publicly active in Second Life and elsewhere in the metaverse for quite a while.  Both have left their mark there providing tools and spirited open-source knowledge-sharing. 

But going back to its roots, IBM announced last week they are building a specialized mainframe computer that is specifically designed to power 3-D environments.  It will incorporate the same Cell processor that Sony’s PlayStation 3 uses. 

The new computer system is intended to be an “enterprise-level” platform upon which new generation virtual worlds will be built.  IBM’s focus here is on facilitating secure, lifelike 3D graphic environments and thousands-per-second transactions within those environments.  However, IBM sees uses beyond virtual reality into mapping, 3-D showrooms and new types of resource planning and customer relationship management.  According to David Gelardi, vice president, Industry Solutions at IBM. “what we are doing is starting with online gaming and then moving to a Web-based commercial world."

The first company to work with IBM and the Cell mainframe is Brazilian online gaming company Hoplon Infotainment.  Hoplon is developing the software and service-oriented architecture for a new virtual world and online gaming community.  According to IBM, the two companies will be delivering this new online environment at the end of this year.

Mpk20levelup And aiming toward Wonderland, Sun Microsystems released news yesterday of its internal 3D environment for employee collaboration. The goal is for Sun teams to do all their real work within the environment – allowing private work and shared work to be seamless.

Sun has  dubbed the virtual environment “MPK20” christening it within the same naming convention used for its physical campus in Menlo Park, California, U.S. (they have 19 physical buildings there).

The virtual team rooms are meant to bring distributed teams together to work, collaborate and communicate.  Indeed Sun has integrated their high-fidelity audio system, which brings lifelike directional sound to the space; and their Porta-Person meeting system.

To rapidly deploy the virtual work concept, Sun is currently using the open source platform, Project Darkstar, combined with a java-based game engine.

These are serious environments by companies who mean “business.”  These are companies that can rightfully claim a hand in building the commercial Internet.  They are walking the virtual world walk of the future, and it would behoove us to tag along by getting involved in 3D spaces. It is way beyond "just for fun" now.

IBM's press release is here.

More information on Sun's MPK20 environment here.

For a virtual tour of Sun Labs go here.

Photo credit:  Sun Microsystems

May 2, 2007

The Weather Channel Second Life Island: Seriously Fun

Weather_002 I may be late to the party in reporting on The Weather Channel’s Second Life Headquarters and Epic Conditions simulation but frankly, I’ve been busy surfing.

Second Life may be called Seriously Engaging, but TWC’s Epic Conditions is Seriously Fun.   It is an excellent realization of the pairing of the unique capabilities of the virtual world and a content brand.

Built by virtual world developers Infinite Vision Media, this first phase in the virtual space is to promote the premier of  TWC’s new series, Epic Conditions, where extreme sports meet ideal conditions.   And, by measure of a Google search on “Epic Conditions” I’d say it has done the job particularly well – almost all the results reference the opening of the SL sim rather than the series alone. 

SL presence aside for a moment, The Weather Channel teamed with Warren Miller Productions, known for their extreme sports features, to create the new series which debuted on The Weather Channel on March 4th.  In researching for the show, the series developers say they found viewers wanted to learn about “the science and spectacle of weather conditions and unique geographic locations affecting sports”: 

“Through vivid storytelling, this series effectively demonstrates what happens when the perfect weather conditions meet the perfect sporting activity,”

Enter Second Life.  Epic Conditions sims employ – well, simulations for an experiential aspect of that storytelling – weather teamed with extreme biking, surfing and skiing.  And thanks to the scripting, some of the most experienced in-world sports creators and the SL physics engine – it’s extremely fun.   A lot of LOL heard about here.

More importantly, it is a very memorable way to introduce Second Lifers to the show, its purpose, and its content.

Weather_018 I tried everything.  I learned I’m a really bad skier, a moderately talented biker – but surfing…oh yeah!  That's me sitting so sweetly in that curl….

In each of the venues there is free gear – which you need.  Not only do you look the part, but the equipment has all the necessary scripting to make the experience meaningful – and fairly easy for the keyboard-movement challenged.

Weather_011_2 While the surfing for this native California beach girl is a little addicting, the ski lift is probably the most experiential of all.  After you call the chair and sit in it, your view is forced into mouselook.  The combination of this first-person point-of-view and movement up the ski lift with snow swirling gives you a real sensation of heading to the top of the mountain.   I didn’t make it down quite as smoothly, however.

There is just a smattering of educational content at present, but Drew Stein of Infinite Vision Media tells me phase II will bring more weather education to the sim, and phase III will include new simulation content.  There is an auditorium for group viewing of the TV shows, and there are also a couple of screens tucked away in more intimate spaces, like the Watering Hole in the mountain bike region. The sim is using the audio channel for some effective voice over.  I was warned of an impending avalanche just as I was heading down the mountain, for example.

Better ways to communicate to new visitors is needed, including general orientation to the space at the island’s landing spot.  Although the island does include a nice "help island"  type area to practice basic avatar navigation skills. I was asked by a couple of new comers what the place was (with a little help they caught on quickly, as I met up with them again at the bike shop), and some better explanation (outside of the notecards) on how to acquire the gear would go a long way to those less familiar with SL inventory conventions.   I helped a couple get bikes and learn how to get started.  This points to a need for – my mantra – staffing of the space. 

The growth of SL means more and more of the population is new and retention at both an individual sim and in SL in general is important to the return on the brand experiments here.  The best way to do that is with people combined with engaging experiences such as Epic Conditions.  People encourage others to try the experiences - and to stay and play.  That said, there are avatars playing here.

The Weather Channel is as close as they come to using Second Life for what it is good for

Overhead coming from a group of nearby avatars while resting on my board in the surf: 

OMG LMAO.

Read the official press release here.

Weather Island is located at Weather 142/162/27.

March 18, 2007

A Virtual World - The New Black

Tryrabanksvw 3pointD points us to the launch of the Tyra Banks Virtual Studio last night as her virtual Grammy party. 

Tyra’s Virtual Studio appears to be a lot about Tyra - but for fans of her show, it is the hottest new hang out spot to listen to music, chat with other fans and get the inside scoop on the Warner Brothers television property.  I don’t recommend you download the Mac version, by the way – it’s in “alpha.”  It crashed my Finder and I spent half an hour cleaning up the mess.

The move falls on the heels of Nickelodeon’s, Nicktroplis, MTV’s latest virtual-world-TV-show tie-in, the L Word, CBS’s upcoming Second Life Star Trek virtual mashup experience, and Disney’s PiratesOnline.com (launching this Spring in conjunction with the movie release).

While each of these web properties is built on different platforms, for different reasons and different audiences, the thing they have in common – and that is the hallmark of all modern media - is that they are connecting people to each other

Marketers and communicators have struggled with this concept in the flat 2D web, but the spatial qualities of these virtual spaces – and the success of social network sites in general - seems to be driving home that this is the element that holds the “magic juice” of "new media.”

This Spring be watching for the launch of several new virtual worlds.  It is the new black, dahling.

February 13, 2007

Virtual Worlds: Where Communications and Art Collide

Machinima With the airing of the pre-Superbowl machinima promotion of CBS’s TV show Two and a Half Men and the Star Trek machinima spot CBS commissioned for State of Play and CES, machinima is obviously getting attention from the “massive media” outlets.  This may be due in small part to the interest surrounding Second Life, but I suspect it is more due to exposure to some outstanding machinima that TV and film talent scouts are finding on various video sharing sites.

Machinima actually has its roots in the 1980’s (yes, it pre-dates Second Life) on the earliest of personal computers, but the first “modern” machinima was in 1996, and were often referred to as “Quake movies.” Moo Money of The Grid Review in a Second Thursday meetup presentation about machinima talked a bit about the history, saying that players of Quake first started recording their in-game matches, which then evolved into creating story lines, acted out in-game by the players.

Machinima is indeed picking up steam, moving from a highly niche media format and audience to a wide number of interest groups.  Academia has embraced it as a serious medium for several years.  The University of Kansas is just the latest to announce a graduate course in their theater and film school called New Media and Cyberculture.   John Hopkins offers a course through their Digital Media Center; Harvard in their extension courses, and the University of South Australia through their (yay) communications department.

Why should machinima interest you?  Because it is exactly where web-based communications and marketing is moving to within 3d spaces like Second Life - where content and performance art collide.  As more immersive spaces become more accessible (to both the user and the content creator) content becomes animated, 360-degree, un-flat, multi-dimensional and multimedia.

Communicators will need to move toward thinking in visuals, about auditory experiences – and about how space (props) communicate the message.  Eventually performance art will be a required course for that communications, marketing or journalism degree. 

Take 5 minutes and watch this machinima, The Regenerated Dante Hotel.  It documents work going on in Second Life to animate an archive housed at Stanford University.   The project is ambitious and utterly fascinating, but to my point it examines: “innovative technologies to investigate archives and develop new digital models for introducing new forms of active engagement with them. ..The usual static notion of "document" is replaced by co-creative remaking."

By the way, this machinima sits in The Machinima Archive, which is being jointly created by Stanford University, the Academy of Arts and Sciences, the Internet Archive and Machinima.com for the historical preservation of this emerging media.  I encourage you to go there and browse through a sampling of the outstanding 500 or so machinima there produced in Halo, The Sims2, Doom, Half-Life, Second Life and more.

Photo credit: Netribution

Februrary, 11, 2007

Virtual Worlds as “Third Places”

As a bit of an expansion on my last post about where to look for business potential for Second Life – and other virtual social worlds, for that matter – organizations shouldn’t overlook the potential of virtual worlds as a “third place.”

Coffeeshop_001 Without doubt StarbucksHoward Shultz popularized the concept of “third place” in marketing through their store design and branding, but Ray Oldenburg literally wrote the book (or more accurately the books), “The Great Good Place.”   In a nutshell, Oldenburg examines and argues for the importance of places beyond the workplace and the home for people to gather informally to socialize – a “third place.”  Essentially he concludes that third places are vital for social engagement and for community.  His influential work has brought the term into discourses about civic engagement, urban planning, space design, marketing and sociology. 

Oldenburg cites eight characteristics of third spaces:

Neutral Ground:
  Individuals come and go with little obligation or entanglements with other participants.

Leveler:  Acceptance and participation are not dependant on an individual’s status in the workplace or society.

Conversation is the Main Activity: and playfulness and humor are valued.

Accessibility & Accommodation:  Easy to access and accommodating to those who frequent.

The Regulars:  A cadre of regulars who attract newcomers and who give the space “mood.”

A Low Profile:  Without pretense, comfortable.

The Mood is Playful:  Playful spaces where word play, wit, frivolity are normally present.

A Home Away from Home:  Home like, easy, warm, a feeling of “rootedness.”

Two assistant professors at the universities of Wisconsin-Madison and Illinois at Urbana-Champaign through in-depth study examined online games and how they fit into the concept of “third place.”

Coffeeshop_002 What is particularly interesting is that one professor studied MMOs from a media effects perspective; the other from a socio-cultural perspective.  They come to remarkably similar conclusions – that MMOs are a new (if virtual) “third place.”  They find that MMOs meet Oldenburg’s eight defining characteristics.  And, going one step further they ask if virtual communities are really communities, concluding that they are particularly well suited to one of the two types of “social capital” we build in communities - that of “bridging social capital”.  Bridging social capital is not particularly deep emotionally bonding relationships, but rather broad, inclusive relationships that tend to broaden our worldview, social horizons and that link our social networks together.

The article detailing the study and the results is fascinating, and an important read for businesses examining the opportunities in gaming, virtual worlds and social networks.  These are in fact, a part of the tapestry of our lives, work and society and the potential is as varied as the activities we engage in there.

“Game play is not a single, solitary interaction between an individual and a technology, contrary to worn-out stereotypes; in the case of MMOs game play is more akin to playing five-person poker in a neighborhood tavern that is accessible from your own living room. …Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media."

Read the entire article in the Journal of Computer-Mediated Communications, Where Everybody Knows Your (Screen) Name: Online Games and “Third Places.   And, I apologize for not posting it sooner here – it has a lot of valuable food for thought for business and civic organizations.

January 24, 2007

Second Life – What Is It Good For?

Tracking with Moore’s Law, the number of virtual worlds is doubling every two years.  So, it isn’t surprising that the discussion surrounding Second Life is beginning to move from that of marketing phoneme to serious questions about what it means for business. 

More articles - from mainstream business pubs to IT trades - are exploring where the benefits and opportunities lie in virtual social worlds.  I’ve added my own few cents along the way.  Some in interviews with journalists who happily are starting to look for deeper meanings, and a few more in an article published in Optimize magazine this month (although it was written a couple of months ago). 

In that article I mention seven areas in which organizations can immediately look for opportunities: 

Vlb_1 Fast and Low Cost Prototyping
: The Starwood Hotels project in SL, Virtual aloft, is almost universally highlighted as an example of cost-effective prototyping.  However, IBM’s Circuit City and Sears stores in Second Life are prototypes of their vision of new-age retail stores.  Architectural firm Crescendo Designs prototypes residences for clients and MTV even used Second Life to prototype a virtual world they were creating on another platform, There.com.  The fact that every SL resident has 3D building tools means companies can co-create products in real time with employees across disciplines – or literally realize at least one of the promises of social media - co-creating with customers.

Netg_1 Training and Learning: More than 200 universities and learning-focused organizations are currently exploring delivering learning and library services in 3D spaces through Second Life.   Thompson NetG is reportedly realizing more than $10,000 a month in revenue from its course offerings in SL.  U.C. Davis uses the Virtual Hallucinations sim in SL to give caregivers lessons on what it is like to live with schizophrenia.  The CDC practices disaster response.

Global Collaboration:  Real-time text chat translation; voice integration; object and identity persistence make global collaboration possible in real time.

Marketing & Advocacy:  The economies and high-engagement quotient attract marketers and social advocacy.  For example, the United Nations Millennium Campaign commissioned a poverty awareness project in Second Life. And programs on the Parioli sim are teaching business students about merchandising in the real world by dressing virtual stores.

Reutersatrium_1 Media
:  Publishers, like Penguin and news outlets like CNET and Reuters are actively exploring content and value propositions for virtual audiences.  Libraries and museums are experimenting with new models of interacting with media and information.

Added Value at Low Cost: Social worlds that enable user created content, like Second Life, are reaping the benefits of large-scales of additional content with little additional cost, and both user and company are benefiting from user investment in the space.

New Products:  New hardware, software, browsers and protocols will be needed to support immersive, spatial environments. Rich media and 3D search solutions will become increasingly important as virtual worlds and their applications expand and/or move out onto the web.

The physical world is increasingly being represented in the virtual, and the virtual is increasingly informing the physical world.  So too the business opportunities.

January 24, 2007


Non-Profit Campaign in Second Life: The Follow Up

Mensadelapaz During the recent holiday season, Spanish non-profit organization Mensajeros de la Paz with the assistance of ad agency ArnoldFuel, brought a homeless child to Second Life to raise awareness and money.  It was widely reported on throughout the blogosphere.

Beth Kanter has done a follow-up interview with Mensajeros de la Paz which includes interesting details about the goals, logistics and results (monetary and non-monetary) of the virtual space campaign.  I encourage you to read it

Some highlights for communicators:

  • They integrated the Second Life campaign with a web site and a machinima video on YouTube and every person who spoke to homeless MensajerosDeLaPaz Jubilee was asked to go to one or both.

  • Avatar MensajerosDeLaPaz was kept active and never logged out.  Someone was assigned to him all the time, or the avatar was put into a sleeping pose.

  • Mensajeros de la Paz raised enough money to sponsor a child for a month, garnered more than 5000 views [now over 7000] of the video, 1500 web site views, and more than 40,000 mentions in the blogosphere.

  • Quote:  "What atracts people is really the experience, and that's why we didn't want to let the kid seated there motionless without anyone controlling him until we discovered how to let him sleep. If people ask, you have to answer."

  • Quote: "So, the world of SL is different from real world. There's no gravity, laws of physics doesn't always apply. But the people in SL are the same. Some are good, some bad, some indifferent."

Read the full interview on Beth's Blog.

Photo Credit:  Cory Edo on Snapzilla

January 14, 2007

 

The MacArthur Series On Digital Media and Learning

Mac_digitalmedialearning The MacArthur Foundation, as part of a five-year, $50 million initiative exploring how digital media is changing the way young people live, play, learn, socialize and participate in civic life, will soon be releasing a six-volume series, The MacArthur Series On Digital Media and Learning.

Each volume in the series will explore a specific topic related to issues facing young people in the digital world: Civic Engagement, Credibility, Ecology of Games, Innovative Uses and Unexpected Outcomes, Race & Ethnicity, Identity. The series is being published online and in print under the auspices of the Monterey Institute for Technology and Education and the New Media Consortium.  It involves the commissioning of more than 60 essays by prominent scholars, and is a result of a 12-day symposium in Second Life (last October) and a 2-day online web conference and open online forum (now closed).

Nmc_howard Larry Johnson, the dynamic CEO of the New Media Consortium has a truly fascinating article, Who’s Listening to the Avatars?, with insights on the process of the symposium conducted with 27 leading authors and researchers in the area of digital media.  Johnson concludes that there is a gaping void in the knowledge/acceptance within this expert group in an important area – the implications of massively multiplayer worlds.   He writes:

“Questions related to gender-morphing, role-playing, and identity extension in virtual worlds and game spaces are much on the minds of the residents of such spaces, as one might imagine.  Such themes were present only in the abstract in the “flat-web” online conference, and surprisingly rejected outright within two of the expert dialogs, and not considered at all in the third.

"The experts in one group raised a question about the relevance of group action in virtual worlds, and deemed it not relevant to the topic.  Similarly, questions related to formation of virtual identities and the expression of self through one’s avatar were also set aside by the identity experts. The implications of assessing the credibility of information conveyed in virtual worlds, where everything is a construct, was outside the scope of that volume.”

"At the same time, the dialog around these issues in Second Life was extremely rich and detailed.  Due to the way invitations to the event were distributed, a great many of the participants in the Second Life Symposium were themselves scholars and academics, so the educational background of the participants in all three forums was similar.  One can only conclude, even for those we regard as experts, that it is hard to conceptualize the impact of virtual worlds until one spends some time in them.

According to the article the Second Life participants far outnumbered the other web-based approaches:  more than 1300 people from 21 countries participated in Second Life while the web conference drew 225.

Johnson muses that perhaps we need to reflect on the need to expand the definition of scholarship. 

It seems Wikinomics is striking even our most venerable of institutions and raises questions about who and where the experts are.

I encourage you to read the full article.

Find out more about the MacArthur Foundation Digital Media and Learning initiative here.

Photo credit: New Media Consortium

January 13, 2007

Second Life Starship a CBS Mashup Enterprise

Okay, I admit I reached a bit for that title - but it is indeed, according to CBS President and CEO  Leslie Mooves.  A seminal, yet little reported comment Mooves made during his CES keynote speech earlier this week about an upcoming Star Trek project in Second Life:

    "In fact, eSheep [The Electric Sheep Company] is currently building out [our] very own Starship Enterprise to allow the Second Life community to mash-up a slough of Star Trek episodes. It's a great way to give back to the fans who make the show as successful as it is. Who knows, maybe some day we can even broadcast one of their virtual works on one of our television networks."

Philip Rosedale, CEO of Second Life set up this segment of Mooves' presentation by showing this video, at the end of which Mooves makes the comment.

If this plays out the way Mooves hints...well now, that's social media.

We can only speculate on the meaning of ..."virtual works on one of our television networks."  Could it mean machinima going mainstream?

For a high-quality version of the machinima go here (via ESC).

To browse through the entire text of Mooves keynote go here (pdf) or view the video here (WMP).

January 13, 2007

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

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

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.