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  • Pseudo-3D immersive tech adopters illuminate business decisions

    I recently spoke with three business decision makers who have been involved with deployment of pseudo-3D immersive environments in their organizations or for their customers. I spoke with Michael Doyle, executive director and editor of the Virtual Edge Institute; Kate Spellman, senior VP and managing director of UBM Studios; and Caroline Avey, director of innovative learning solutions at ACS Learning Services. We talked about why they are using pseudo-3D immersive technology rather than alternatives.

    Pseudo-3D is used for conferences and trade shows—but it doesn’t stop there

    When you think of virtual event platforms from companies like InXpo, ON24, and Unisfair, what likely comes to mind is large virtual conferences and trade shows. Here are a couple of examples:

    • The Virtual Edge Summit. This conference, which was focused on virtual events, meetings and communities, was held over two days in February, 2010—both online and in Santa Clara, California. Michael Doyle, the executive director of the Virtual Edge Institute, said that 400 people attended in person and 600 attended online.
    • COMDEX. COMDEX was a computer industry trade show last held in 2003. The event had become massive, with more than 200,000 visitors and 2,300 exhibitors. UBM Studios will bring COMDEX back this November as an online event focused on the show’s original audience: the high tech channel. Kate Spellman, senior VP and managing director of UBM Studios, said they expect to have about 35 exhibitors and 3,000 attendees.

    While large conferences and trade shows certainly represent the bulk of usage to date, we’re starting to organizations use pseudo-3D immersive software software in other innovative ways. For example, ACS Learning Services held a launch event in January, 2010 for a new company-wide innovation program that leverages an idea management system. The company deployed the Unisfair platform for the launch event and now is leaving it up and running, for one year, to function as a portal for employees who want to learn about the innovation program and the idea management system. The idea behind the portal is to enable self-directed, discovery-based learning, a place to launch the program, a vehicle for social-networking to discuss ideas, and a front door to the formal learning via a deep link to both the learning management system and the idea generation system. The Unisfair platform provides a level of engagement above and beyond what people get from just the learning management system and a webinar.

    Pseudo-3D technology meets requirements for scale and ease of use

    Vendors like InXpo, ON24, Unisfair and others offer pseudo-3D immersive environments that can scale to tens of thousands of simultaneous users by giving participants the illusion that they are in a 3D environment, rather than delivering a full 3D experience. (See the related March 26, 2010 ThinkBalm blog article, “Pseudo-3D is a rising star, keeping barriers to adoption low.”) In a nutshell:

    • Hundreds or thousands of event attendees requires a highly scalable solution. About 600 people attended Virtual Edge Institute’s Virtual Edge Summit online, accompanying another 400 who attended physically. UBM Studios is expecting 35 exhibitors and about 3,500 attendees at this fall’s COMDEX trade show. Caroline Avey, director of innovative learning solutions at ACS Learning Services, said, “Because we have 15,000 employees located in 170 countries, there is just no way we could have brought everyone together for a physical launch event.” None of the 3D immersive technologies can support this number of simultaneous users being in the same virtual place at the same time.
    • Ease of use sometimes means that browser-based technology is the only real option. At ACS Learning Services, the project team had only six weeks to create the learning objects, design the experience, and customize the Unisfair environment. This required a solution that was simple to configure and deploy. Also, the team had limited insight into the computer setups and Internet access of employees around the globe. This required that a solution that adhered to the least common denominator; it had to be Web-based, with no plug-in.

    Hybrid events will move beyond parallel experiences as technology and behavior evolve

    A hybrid event is a meeting, conference, or trade show that some speakers and audience members attend physically while others attend virtually. Due to technical complexity and the habits of presenters and attendees, hybrid events are largely parallel events today. Networking activities are segregated: people attending physically mingle amongst themselves, apart from remote attendees. Speakers tend to address one audience or the other (physical or virtual)—not both at the same time.

    With the Virtual Edge Summit, which took place in February, 2010, the Virtual Edge Institute has started to tackle some of these issues by:

    • Connecting attendees with electronic communication tools. The event producers set up a Twitter hashtag (#ve10) and encouraged attendees to tweet throughout the event. The producers set up a dedicated screen in some of the meeting rooms to display tweets in real-time, and tried to incorporate tweets into the Q&A discussion. InXpo, one of the virtual event platforms used during the Virtual Edge Summit, provides voice over IP integration with Skype, which enabled participants who were attending via InXpo Virtual Events Platform to communicate with each other via text, voice, or video chat. But participants attending via other virtual event platforms, or in person, had no way of joining in on these Skype conversations.
    • Attempting to cross the visual divide. The producers streamed video of speakers presenting remotely into the physical meeting room, where it was displayed on a screen. Likewise, presentations that took place on-site were streamed out to the virtual environments. Participants attending remotely could watch live video of the speakers presenting. This visual integration was limited to the presenters only. The on-site and remote audiences had no visual connection to each other.

    My take: pseudo-3D immersive technology meets some burning business needs

    My conversations with these early adopters confirm what I’ve been hearing from others. First, pseudo-3D technology meets requirements for scale and ease of use. When it’s not practical or possible to bring thousands of people together physically, pseudo-3D immersive technology provides an alternative. Full 3D solutions cannot scale to meet this need (yet). Second, pseudo-3D immersive technology will increasingly be used not just for large conferences and trade shows but other things as well, such as training. ACS Learning Services’ use of the technology as a learning portal is a great example.

    And third, while hybrid events are largely parallel experiences today, they will move beyond this as technology and behavior evolve. I envision a time in the not-too-distant future when the walls of physical meeting rooms will be lined with displays showing the virtual audience’s communications (and avatars, when they exist), and the virtual meeting rooms will display not only streaming video of speakers but of the entire physical audience. Communication tools and networking opportunities will be available to all participants, whether on-site or remote. Speakers will become accustomed to having distributed audiences, and will more naturally be able to include them in their presentations and discussions.

  • Pseudo-3D is a rising star, keeping barriers to adoption low

    As analysts covering work-related use of immersive technologies, we have long wrestled with terminology to describe the trends we are tracking and put some bounds around an emerging software market. We aren’t the only ones; naming conventions continue to be a popular topic of discussion at meetings and conferences (see the Sept. 28, 2009 ThinkBalm blog article, “To cross the chasm, we must close the language gap.”) The question always seems to come back to, “Do we call it virtual worlds?”

    Our answer has consistently been no. We use the term Immersive Internet to describe the big picture. 3D virtual worlds are, of course, an important part of the Immersive Internet—but they are not the whole picture. A glaring example is the adoption of pseudo-3D virtual event platforms from companies like InXpo, ON24, and Unisfair. Enterprises are utilizing virtual event platforms for marketing events, trade shows, training sessions, and more—all use cases that are also targeted by providers of 3D immersive software.

    The name game is a red herring

    The more important issue is, “What do the trends in adoption of immersive technology mean?” Our recent research findings shed light on our position to include both 3D and pseudo-3D in our coverage of enterprise immersive software:

    • Look where the money is. In our January 19, 2010 ThinkBalm report, The Enterprise Immersive Software Decision-Making Guide, we sized the enterprise immersive software market at $50M USD in 2009. A substantial portion of this number revenue was from pseudo-3D virtual events.
    • Production deployments tell a story. All together, the virtual event platform vendors hosted several thousand virtual events in 2009—InXpo alone delivered more than 1,000 500 and ON24 delivered more than 300. We don’t see any evidence of the pseudo-3D virtual events market slowing down.
    • Customers are lumping it all together. The customers who buy immersive technology are placing little distinction between 3D and pseudo-3D (depending on the use case, of course). They want to solve their business problem; they don’t care about the nitty gritty of how it gets done. Many times we have talked with decision makers who are looking at both 3D and pseudo-3D solutions for bringing a few hundred people together for a virtual off-site event.

    Pseudo-3D faces fewer barriers to adoption than 3D

    When pseudo-3D wins out over a 3D virtual world (e.g., Second Life or ReactionGrid), 3D collaboration environment (e.g., ProtonMedia or Teleplace), or 3D immersive learning environment (e.g., ARI PowerU or SAIC’s Forterra OLIVE), it’s often because the barriers to adoption were lower (see table). (We covered barriers to adoption, and springboards for overcoming them, in depth in the September 23, 2009, ThinkBalm report, Crossing the Chasm, One Implementation at a Time.)

    Barriers to adoption of 3D immersive technology Effect these barriers have on pseudo-3D immersive technology adoption
    Technology pre-requisites:

    • Graphics card
    • Computer processing power
    • Disk space
    • Computer headset
    • Permissions to install client software or browser plugin
    Pseudo-3D technology runs in a Web browser, with no plugin required. High-end graphics cards and computer processors are not needed.Computer headsets are not necessary (though may be desirable) because users are typically not speaking to each other via voice. Audio from presentations can utilize built-in computer speakers.
    Technology pre-requisite: high-bandwidth Internet connection While rich 3D graphics are not being rendered in pseudo-3D environments, video streams are common and can be bandwidth hogs in locations where multiple people are watching video from separate computers simultaneously.
    Firewall prevents users from being able to interact with others or the environment. Because the software runs in a Web browser, the needed firewall port is already open.
    The user experience:

    • Non-gamers struggle with the user interface
    • Common input devices (e.g., keyboard and mouse) are ill-suited to 3D environments

     

    The user experience is familiar to anyone who’s used a browser and attended a web conference. People are accustomed to using keyboards and mice to interact with the Web.

    Our take: pseudo-3D is on the rise

    • Market forces support an inclusive definition of immersive technology. Some immersive environments are virtual worlds, but an increasing number are not. They are 3D or pseudo-3D collaboration tools, learning environments, or event platforms. We anticipate that over time, the lines between 3D and pseudo-3D will blur. 3D technologies are constantly pushing the limits of scalability and vendors are starting to include measurement tools, while pseudo-3D vendors are going after training use cases and always-on, persistent environments.
    • Mainstream adoption will follow the path of least resistance. Tremendous power is built into 3D environments, especially when they are combined with communication and collaboration tools. But technology adoption has to be simple for the end user. A “DIY” toolbox or a super-rich 3D environment may not be the path of least resistance. If pseudo-3D continues to outpace 3D in ease of adoption, this is where the customers will go.
    • The technology has to be browser-based—or as easy to use and manage as a browser. Our research has illuminated a number of barriers to adoption of 3D environments that could be circumvented with a simpler, more familiar user interface and streamlined deployment options. Browser technology minimizes installation issues, firewall port issues, and a number of other practical problems. On top of that, browser-based immersive technology fits in with the way people are already working; business applications are increasingly web-based, as are collaboration tools and office productivity software.
  • Without financial backing, Project Wonderland’s future is in question

    At the end of January, Project Wonderland development lead Nicole Yankelovich broke the news that Oracle would no longer be applying development resources to the Project Wonderland enterprise immersive software platform. (For more information about Project Wonderland see the January 19, 2010 ThinkBalm report, The Enterprise Immersive Software Decision-Making Guide.) Oracle laid off most if not all of the Project Wonderland team, which was part of Sun Labs.

    In the last few weeks, we spoke with Nicole Yankelovich as well as executives from three small companies Yankelovich cited as third-party software vendors or service providers that offer software products or custom solutions based on Wonderland: Amphisocial, Green Phosphor, and Indusgeeks. Yankelovich is currently working with the open source community to establish a non-profit organization and is pursuing a vision of creating a vibrant ecosystem where third parties can create Wonderland content and contribute to the platform — where people can even distribute entire virtual worlds. But many aspects of Project Wonderland’s future are up in the air.

    Our take:

    • Oracle’s move to cut Wonderland funding wasn’t altogether surprising . . . Oracle uses immersive software for some internal and customer-facing events – the company has held conferences like Oracle Developer Day and Oracle Enterprise 2.0 online using virtual event platform Unisfair. But the company does not have immersive technology in its product portfolio and has not been a part of the Immersive Internet discourse to date. And in general, we don’t think of Oracle as a company that has a strong history in developing experimental new technology in-house. Instead, Oracle tends to make acquisitions to flesh out its product portfolio.
    • . . . Though a role exists for immersive technology in Oracle’s portfolio. With Oracle’s focus on enterprise applications, middleware, and now hardware (with the Sun acquisition), opportunities exist to incorporate immersive technology into the company’s portfolio, thereby massively differentiating Oracle products in the market and helping customers decrease their costs and increase user engagement. Some of Oracle’s opportunities include incorporating immersive technology into Oracle Business Intelligence Applications, for 3D data visualization, and into products like Oracle Beehive or Oracle Communications Converged Application Server, for next-generation unified communications solutions.
    • This action does not shed much light on Oracle’s perspective on immersive technology. Oracle may have made the decision to cut funding for Project Wonderland for a variety of reasons. Project Wonderland was an open source project, not a revenue-generating software product; no model was in place for deriving revenue from it. Perhaps Wonderland didn’t have traction in the markets Oracle most wants to pursue — though Wonderland had achieved its greatest traction in the education sector, which is one of the industries Oracle serves. Or it could be that immersive technology is simply too early-stage to pique the interest of the strategists at Oracle.
    • Unless Project Wonderland finds another major backer, it will not remain competitive. The core Wonderland project team is working to secure new backing. If the team can pull together a funded organization, then Wonderland may have a bright future. If, however, the core team move on to new full-time positions, then the outlook for Wonderland is grim. Without development resources devoted to the project, Wonderland will be slow to add new core features and functionality. It will be up to third-party software developers, like Amphisocial, to add new features through Wonderland’s module layer. Without backing for Wonderland’s core development team, the project’s competitors — both open source and commercial — will catch up in areas where Wonderland is currently strong, like security features, platform independence, Java support, and audio/video capabilities.
    • Loss of major backing has eroded confidence in the Wonderland platform. While Yankelovich said that Wonderland supporters — particularly in the education sector — have stepped up to donate hardware and other resources to the project, these donations aren’t enough to fund substantial new development, marketing, and project coordination. Sid Banerjee of Indusgeeks summed it up this way: “While no big company is backing Wonderland, it would be difficult for Wonderland to compete as an enterprise grade platform. Though we still believe it can thrive as an open source platform for the education sector.”
    • Further consolidation is inevitable in this emerging technology market. At the beginning of February, SAIC announced that it had acquired Forterra OLIVE (see ThinkBalm’s posts about it here and here). The market is filling with an increasing number of enterprise immersive software products — we are covering nearly two dozen. We sized the enterprise immersive software market at $50M USD in 2009 — too small to support such a large number of vendors.[1] The business decision maker’s job is hard enough when adopting new technology. Consolidation in the market is inevitable and necessary. There are simply too many vendors in this space for business decision makers to easily choose appropriate technologies.

    For Java shops that want to engage in low-cost experimentation, Project Wonderland continues to remain a solid enterprise immersive platform. But given Project Wonderland’s current state of upheaval, we recommend that business and technology decision makers looking for software for a pilot or production approach Project Wonderland with caution unless and until Project Wonderland receives substantial backing.

    © 2010 ThinkBalm. All rights reserved.


    [1] This conservative number includes only revenue from software licenses and maintenance fees, appliance sales, and subscription fees collected from customers who were using the software for work (as opposed to recreational uses). We did not include revenue from professional services (e.g., custom development projects and implementation services). For more information, see the January 19, 2010 ThinkBalm report, The Enterprise Immersive Software Decision-Making Guide.

  • SAIC/Forterra acquisition: what it means for the enterprise immersive software market

    On February 1, 2010, Science Applications International Corp. (SAIC) announced that it had acquired the OLIVE product line from Forterra Systems. Terms of the deal were not disclosed. SAIC had been working with Forterra on and off for the past six years and SAIC had been working with OLIVE internally for the past year and a half. Moving forward, the company plans to offer OLIVE solutions to customers, as well as to use it internally.

    On February 4th, we spoke with executives at SAIC about the acquisition. Our takeaways are:

    • SAIC’s industry focus for OLIVE will be government, energy, health, and other commercial markets. SAIC’s focus on these industries closely mirrors the industry focus Forterra had — so we don’t expect the OLIVE customer mix to change much in 2010. SAIC also says it will continue to work with channel partners with whom Forterra had relationships. Forterra had regional resellers in Europe, the Middle East, and Asia, as well as associations with companies like ACS Learning Services, Lockheed Martin, and Carahsoft.
    • The primary internal and external use cases will be training and business activity rehearsal. SAIC has a long history in modeling and simulation, going back two decades. The company’s primary customer, the US government, has been putting increasing training emphasis on the interpersonal realm. OLIVE fills a gap in SAIC’s existing modeling and simulation offerings: strong support for interpersonal interaction. OLIVE gives SAIC a collaborative, multiuser 3D immersive environment. SAIC has already integrated OLIVE with systems like the US Army’s OneSAFTM (One Semi Automated Forces) simulation solution. The company is likely to integrate OLIVE with additional systems moving forward.

    What it means for business decision makers

    As we have detailed in the past here and here, the enterprise immersive software market is still emerging and 2010 will be a year of churn. We see the acquisition of Forterra Systems by SAIC as a positive step in the maturation of the market. While it is difficult for those who are personally involved, the industry will benefit from having a smaller number of stable, well-capitalized technology providers.

    • OLIVE just gained momentum in government and military and has promise in health and energy. Now offered by SAIC, a Fortune 500 company, OLIVE has a better shot than ever of penetrating the government and military sectors. If SAIC chooses to fully develop market opportunities in the energy and health sectors, OLIVE will remain a formidable competitor to products like American Research Institute’s PowerU, Linden Lab’s Second Life Enterprise, Teleplace’s Teleplace, and ProtonMedia’s ProtoSphere
    • As with any acquisition, change is inevitable. Given that the acquisition just closed this week, many open questions remain. Existing and prospective OLIVE customers should keep an eye out for changes to product pricing, packaging, and status (e.g., Meeting Labs was a new hosted offering from Forterra and its future is unclear), as well as SAIC’s relationships with Forterra’s channel partners (some of which compete directly with SAIC).
  • ThinkBalm publishes immersive software decision-making guide

    Today ThinkBalm published The Enterprise Immersive Software Decision-Making Guide, a powerful tool for business decision makers selecting immersive technology for use in the workplace. To view or download a PDF version of this 29-page report, click this link or the image below.

    Enterprise immersive software is a collection of collaboration, communication, and productivity tools unified via a 3D or pseudo-3D visual environment. In this computer-generated environment, one or more people engage in work activities like meetings, conferences, and learning and training. The software provides a shared, interactive, multichannel experience through presence awareness, voice chat, active speaker indication, text chat, and many other features, often including avatars.

    The Enterprise Immersive Software Decision-Making Guide is a use case-based guide designed to aid business decision makers in the enterprise immersive software selection process. In this report, we present “if/then” scenarios and highlight good-fit vendors for common situations, with a focus on the most prevalent use cases: meetings, conferences, and learning and training. The report offers guidance on how to: 1) ask core business questions to frame the discussion, 2) choose a research-and-demo, do-it-yourself, or combination approach, 3) identify requirements based on your use case, and 4) filter your options based on important limiters.

    The following vendors are covered in this report:

    • A World for Us (Assemb’Live)
    • Altadyn (3DXplorer)
    • American Research Institute, Inc. (ARI)
    • Amphisocial
    • Avaya
    • Forterra Systems (now part of SAIC)
    • IBM
    • InXpo
    • Linden Lab
    • ON24
    • Project Wonderland
    • ProtonMedia
    • ReactionGrid
    • Rivers Run Red
    • Teleplace
    • Unisfair
    • VastPark
    • VenueGen
    • Virtual Italian Parks (Moondus)

     

    To develop this report, ThinkBalm analysts held structured briefings with nineteen enterprise immersive software vendors and conducted interviews with fifteen early adopters who were involved in the technology selection process. Some of the briefings took place directly in the vendors’ immersive environments. We combined our insights from these discussions with our hands-on experience using immersive software and our interactions with our clients and members of the ThinkBalm Innovation Community. The ThinkBalm Innovation Community currently numbers more than 400 Immersive Internet advocates, implementers, explorers, and technology marketers.

    This research was made possible by sponsorship from Linden Lab, ProtonMedia, Teleplace, and Virtual Italian Parks.

  • Highlights from “Learning in 3D” book: steps to successful adoption

    Karl Kapp, professor and consultant at Bloomsburg University, and Tony O’Driscoll, professor of the practice at Duke University, have a new book out titled Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. ThinkBalm contributed an essay to Chapter 8, which is all about steps to successful enterprise adoption. We’d like to call out and comment on a few points from this chapter.

    First: mainstream adoption is not a matter of if, but when. Kapp and O’Driscoll write, “There was a time when computers themselves were thought of as toys or novelties; now these devices are indispensable business and education tools. There was a time when the Internet was not a part of our daily lives. It’s hard to reach back and remember the time before these technologies became ubiquitous — when the same type of implementation and adoption concerns existed for those technologies [as for the Immersive Internet].” ThinkBalm’s prediction is that in three years’ time, adoption of immersive software in the workplace will have reached the early majority adoption phase. (See the November, 2008 ThinkBalm report, The Immersive Internet: Make Tactical Moves Today for Strategic Advantage Tomorrow). To be sure, the path to mainstream adoption is marked by barriers — but early adopters are finding springboards for overcoming hurdles. (See the September, 2009 ThinkBalm report, Crossing the Chasm, One Implementation at a Time.)

    Second, Kapp and O’Driscoll offer great advice to early adopters in this chapter and we’d like to call out a couple of highlights:

    • Focus on compatibility with existing technology and modes of work. In a discussion about how to make immersive technologies attractive to target stakeholders and users, Kapp and O’Driscoll say, “Positioning virtual immersive environments as a natural extension and convergence of existing technologies such as synchronous learning tools, video games, Web 2.0, and social networking — and not as a science-fiction-dream-come-to-life will go a long way toward the concept of compatibility.” Think of immersive software for meetings or learning and training as expansions of the worker’s toolkit. Immersive software will extend the reach of current investments with new features and functionality. One of the ways this will occur is through integration with existing communication and collaboration tools. (See the January 6, 2010 ThinkBalm blog post, “Immersive software for meetings will expand the information worker toolkit.”)
    • Choose the right group of people to participate in a pilot. An immersive software pilot project is a test run during which people conduct real business activities in the environment and report feedback about their experiences to the project team. Kapp and O’Driscoll offer good advice about how to assemble the right pilot group. They recommend choosing a relatively small group; creating a mix of people who are comfortable with technology and those who are less comfortable; involving people from IT as well as legal and regulatory departments from the beginning; selecting people who are interested in the potential of virtual worlds; and focusing on people who will be willing to share their feedback with the project team.

    This blog post is part of the Learning in 3D blog book tour. Book publisher Wiley is offering a 20% discount to blog book tour attendees. There will also be a book summary published very soon, which I recommend for further reading.

  • Enterprise immersive software trends for 2010

    Enterprise immersive software is a collection of collaboration, communication, and productivity tools unified via a 3D or pseudo-3D visual environment. In this computer-generated environment, one or more people can engage in work activities such as training, rehearsing business activities, delivering or attending presentations, collaborating on documents, brainstorming, visualizing data, building or testing prototypes, and attending conferences and trade shows. The software provides a shared, interactive, multichannel experience through presence awareness, voice chat, active speaker indication, text chat, and many other features, often including avatars. The software can be installed behind the firewall, delivered on a hardware appliance, or accessed via a software as a service (SaaS) offering.

    The term “enterprise” in the category name indicates that solutions are suitable for use in the workplace, as opposed to recreational use (e.g., consumer video games and recreational virtual worlds), and are scalable, secure, and stable enough for at least some work-related use cases. Because the enterprise immersive software market grew out of four distinct ancestral origins (virtual worlds, serious games, business applications, and learning simulations), the software products in the category vary widely in features and functionality.

    ThinkBalm’s predictions for 2010:

    1. The market will remain in the early adopter phase. The enterprise immersive software market has passed through the innovator phase, when nearly everyone who was experimenting with the technology was a technologist or virtual world enthusiast. In contrast, the bulk of the attention today is from early-adopter business people in functions like sales and marketing, human resources, and learning and training, as well as IT. We expect the market to remain in this phase until approximately 2013, when it will transition to the early majority adoption phase. This transition and timing assumes the industry is successfully able to “cross the chasm,” in Geoffrey Moore’s parlance.[1]
    2. Cash will be king. Enterprise immersive software vendors made significant strides in 2009 in features and functionality, scalability, and stability of their offerings. New and updated products emerged every quarter. While vendors will continue to improve their offerings in 2010, a focus on financing may curb the pace of change temporarily. Many of the vendors in this small, volatile market are actively seeking outside funding. Not all will receive the investment they require to reach their target customers or even continue operations. Executives will be out on the road, raising money and trying to encourage customers to move pilots to paid-for production deployments.
    3. The year will be marked by churn. We expect 2010 to be a busy year, with new entrants, mergers, acquisitions, and even some business closures. Most of the enterprise immersive software vendors are small. Avaya, IBM, and Sun Microsystems are larger players, but their immersive software project teams are no bigger than those of the small vendors in this space. In 2010, new vendors will enter the market and some vendors that are undercapitalized will exit, often through acquisition. Product life-cycle management (PLM) vendors are keeping an eye on this emerging market as a natural extension of computer-aided design and prototyping. Unified communications (UC) vendors are also keeping an eye on — or getting involved in, in the case of Avaya — the market. For UC vendors, immersive software could be a new way to deliver unification of services.
    4. Implementations will break out of the experiment-and-pilot ghetto. In April of 2009, we conducted a small survey of Immersive Internet advocates and implementers and found that about 2/3 of projects in 2008 and the first quarter of 2009 were what we call pre-production: early experiments or pilots.[2] In the same survey, nearly 75% of respondents (47 of 64) said their organizations either might or will increase their investment in immersive technologies in 2009 and 2010. In 2010, we expect to see more large-scale production deployments follow on the heels of 2009’s trend setters. In September of 2009, Cisco Systems held its annual sales kickoff meeting online using a virtual event platform, with 19,000 attendees.[3] IBM’s CIO office has a vision of deploying immersive technology to the entire workforce — that’s nearly 400,000 people. And BP extended its 2009 Game Changer program, which has been focused on the Immersive Internet, for an additional six months because the company was seeing so much value from it.
    5. A wave of products will move from alpha and beta into general release. While some vendors could emulate Google and offer beta products in perpetuity, most of the vendors that have early-stage products will take a more traditional route and move their enterprise immersive software products from alpha or beta into production this year. In 2010, we expect to see generally-available (GA) products released by A World for Us, Amphisocial, Avaya (assuming the company moves forward with web.alive, which it has acquired with Nortel), Linden Lab (Second Life Enterprise), VastPark, and VenueGen. We may also see a GA release of Meeting Labs, if Forterra Systems moves forward with this new hosted offering.
    6. Customers will demand more integration with existing systems. Some of the vendors already provide interfaces to various back-end business systems. Several vendors provide lightweight directory access protocol (LDAP) integration: Altadyn, Avaya, IBM, Forterra, Linden Lab (with Second Life Enterprise), ReactionGrid (with Harmony), Sun Microsystems, and Virtual Italian Parks. ProtonMedia and Teleplace also integrate specifically with Microsoft Active Directory. Another common integration point is office productivity software. A World for Us, Amphisocial, Avaya, Forterra Systems, ProtonMedia, Rivers Run Red, and Teleplace allow users to upload or drag and drop Microsoft Office, OpenOffice.org, Google documents and spreadsheets, or other types of files into the environment. American Research Institute (ARI), Forterra Systems, and ProtonMedia commonly integrate with their customers’ learning management systems. Amphisocial, InXpo, ON24, Unisfair, and VastPark provide integration with external social networking tools, like LinkedIn and Twitter.
    7. The base feature set for the most common use cases will begin to standardize. Because the enterprise immersive software market grew out of multiple distinct ancestral origins, the software products in the category vary widely in features and functionality.[4] Despite this, we are starting to see a standard feature set emerge for small, presentation-style meetings, which is the simplest use case. All of the products that address this use case provide meeting spaces, local text chat, and either file sharing or screen sharing. Most also provide 3D meeting spaces, 3D avatars, and local voice chat. In 2010 and beyond, vendors will coalesce around a richer set of features for this use case and fairly standard sets of core capabilities for other use cases, primarily small, collaborative meetings, large meetings and conferences, and some forms of learning and training.
    8. Pricing models will go through a transformation. To date, most immersive software deployments are pilots – not large-scale production deployments. Most customers are not yet making large, strategic investments. As a result, vendors have not yet received much feedback from the market about pricing, and lots of experimentation is under way. Some products are open source and therefore free, if you don’t include the cost of building applications and supporting the environment. Some vendors charge based on number of concurrent or named users, while others charge per user, per hour. Some charge per month, others per year, still others per virtual event. Some charge a traditional up-front license fee plus an annual software maintenance fee. As the market evolves, pricing strategies will also evolve to align more closely with customers’ expectations of enterprise software, whether it is installed on-premise or delivered via a hosted service.
    9. Early attempts at mobile device support will focus on a subset of features. With a few exceptions, enterprise immersive software products do little to support mobile users. A few vendors (like ARI, Forterra Systems, and Sun Microsystems) provide telephony integration so mobile users can join immersive meetings and training sessions via voice. Several third-party vendors have created iPhone apps (e.g., Sparkle IM and Touch Life) that are slimmed-down Second Life clients. VastPark is working on apps for the iPhone and Android. Other vendors are likely to provide mobile device support for their products, as well. The mobile applications will not likely have all the same functionality as the full apps, but at minimum will provide presence information text chat, and voice chat. With the rise in the tablet computer format in 2010, which will have a larger display than mobile phones and will have built-in support for broadband Internet and Wi-Fi, we expect to see some exploration into this new hardware category, as well.
    10. New alliances will form, creating new value. We hope this is more than wishful thinking on our part. But wouldn’t it be nice if . . . enterprise immersive software vendors partnered up with unified communications vendors and virtual event platform vendors? We see many crossovers already between enterprise immersive software and unified communications. (See the January 6, 2010 ThinkBalm article, “Immersive software for meetings will expand the information worker toolkit.”) Imagine an immersion layer that presents a simple, natural user interface that truly unifies communication and collaboration among information workers. Also imagine alliances between vendors that offer 3D environments and those that offer pseudo-3D environments for large-scale events (e.g., InXpo, ON24, and Unisfair). You’d be able to augment the unfettered access provided by pseudo-3D environments for large-scale events with the collaborative power of 3D for smaller breakouts and training sessions.
  • Immersive software for meetings will expand the information worker toolkit

    Immersive software can deliver a similar level of engagement as a physical meeting or high-end telepresence session, without the requirement to travel. Enterprise immersive software vendors have suffered something of a catch-22 as they built products that show off the potential of immersive technology. They added tightly integrated communication and collaboration features, even though these features are redundant with existing information worker infrastructure. Immersive software features that are also part of more established information worker software include voice services, messaging (real-time and asynchronous), presence awareness, team workspaces, video streaming and sharing, and document and screen sharing. As more organizations adopt immersive software, the time will come to tackle one of the second-stage barriers we’ve discussed before: integrating these new capabilities into their existing software investments? We anticipate that integration will be a major focus of early adopters in 2010.

    Immersive software for meetings will:

    • Extend the reach of existing investments with new features and functionality. It is helpful to think about immersive technology as the front end of the wave of communications and collaboration tools, with an emphasis on engagement (see figure). Immersive software provides features other forms of information worker software don’t — like a 3D interface (in most cases), avatars (in most cases), unification of collaboration and communication services, more sophisticated non-verbal communication (e.g., gestures and animations), and a strong sense of presence. Immersive technology isn’t about replacement, but expanding and extending the toolkit. Immersive Internet advocates should try to position their investments in immersive software for meetings within the broader information worker infrastructure context.
    • Integrate with existing communication and collaboration tools. We are starting to see vendors design or add function to their products to achieve integration with existing systems. For example: Amphisocial has built direct integration with Google Docs and Spreadsheets. ProtonMedia has integrated with Microsoft Office SharePoint Server 2007. Teleplace provides drag-and-drop integration with OpenOffice.org documents (and can provide this for Microsoft Office documents as well). Several vendors (ARI, Forterra, and Sun Microsystems) provide the ability to call a telephone from within the environment. Sun and VastPark provide a session initiation protocol (SIP) interface.
  • Forterra Systems layoffs have implications for the enterprise immersive software market

    Today I spoke with Robert Gehorsam, president of Forterra Systems, about changes taking place at the company. In light of what Gehorsam termed challenging economic times, the company has laid off nearly 50% of its workforce (not quite the 60% I had posted in my December 18th tweet) since November 20th, when Forterra briefed ThinkBalm for our upcoming report The Enterprise Immersive Software Decision-Making Guide. Many of the layoffs took place last week. Forterra now has 20 employees, which includes most of the core engineering team and others focused on delivering billable work to government and corporate customers.

    Gehorsam said that the company plans to continue operations, fulfill its contracts, and meet its obligations. He would not confirm or deny that the company’s remaining assets were being prepared for sale. He did say this: “We are always looking for ways to accelerate growth and adoption of virtual world platforms in organizations. We will look at ways to do that the best. We haven’t decided anything. It might be acquisition, further partnerships, further investment from investors, or organic growth over time.”

    My take and recommendations

    • Forterra’s position in the enterprise immersive software market has softened. Among those let go last week was Chris Badger, VP of marketing. Others who were in commercial sales and core R&D were also laid off. Without resources focused on selling and marketing OLIVE and Meeting Labs, Forterra will have difficulty maintaining its position in the emerging enterprise immersive software market. My take: in 2010, Forterra Systems’ revenue split will be weighted heavily toward professional services, with a smaller percentage coming from software license, subscription, and maintenance fees.
    • Forterra Systems is a prime acquisition target. Likely acquirers include defense contractors and consulting companies that serve the government sector, given Forterra’s strengths and history. We’ve already seen acquisitions like this occur. Lockheed Martin acquired 3DSolve (3D Learning Solutions) and Applied Research Associates acquired Virtual Heroes. Given this possibility, project teams evaluating immersive software for use in non-government and non-defense related organizations should approach Forterra with caution. Current Forterra customers on the commercial side should meet with Forterra’s executive leadership team to discuss the implications of recent changes and the company’s future direction. Current enterprise customers should put a contingency plan in place in case Forterra is acquired by a company that plans to take OLIVE in a new direction.
    • Expect more market churn in 2010. Many enterprise immersive software vendors are actively seeking outside funding. Not all of them will receive the investment they require to reach potential customers in this small, crowded market — or even to continue operations. We expect 2010 to be a busy year, with mergers, acquisitions, and even some business closures. This will be accompanied by new entrants getting in on the game. Within just the last few weeks we encountered new players Amphisocial and A World for Us (Assemb’Live). Organizations seriously evaluating enterprise immersive software can mitigate risk by speaking with reference customers (this is a must), using open source software (which doesn’t leave the custom dependent on any one vendor), escrowing the source code of products they license, or even making a financial investment in the company whose software they license.
  • ThinkBalm storytelling series issue #1: “Role-play redux: ‘Convince the curmudgeon’”

    On December 4, 2008, fifteen members of the ThinkBalm Innovation Community gathered in an immersive environment for 90 minutes to try to convince our curmudgeonly “boss,” a role played by community member Christopher Simpson of George Brown College, that our fictitious organization should be making Immersive Internet investments. The group met in the community’s region on ReactionGrid, an OpenSim grid. We met at “The Precipice,” a simple meeting space ThinkBalm set up atop a cliff, designed to be conducive to risk-taking. We sat around a large board room table, with Christopher Simpson at the head of the table sitting up a little higher than the rest of us. Christopher started the conversation by stating some of his objections to enterprise use of the Immersive Internet, and then the rest of us jumped in and fired off a steady stream of arguments in favor of it.

    With the help of seven eight ThinkBalm Innovation Community members — Alexander Casassovici, Chris Hart, Christopher Bishop, Donald Schwartz, Jeff Lowe, Leslie Ehle, Marc Sirkin, and Robin Gomboy — we wrote ThinkBalm’s first issue in the Immersive Internet Storytelling Series, titled “Role-Play Redux: ‘Convince The Curmudgeon:’ The ThinkBalm Innovation Community Shares Lessons Learned.” For a PDF of the article click this link or click the image of the article’s cover.