Blog

  • New video: The “global” un-lecture event

    Today ThinkBalm published a new ThinkBalm Innovation Community work product: a seven-minute video titled, “The ‘global’ un-lecture: a ThinkBalm Innovation Community event.” This video is a record of an un-lecture event held on November 6th, 2009 in the virtual world of Second Life. The un-lecture event format consists of four ten-minute presentations, demos, or tours about work-related use of immersive technologies, held in an immersive environment. The theme of the November 6th event was “global.”

    This video describes presentations by:

    • Dr. Yesha Sivan. Dr. Sivan is a senior lecturer at Shenkar College of Engineering and Design and founder of Metaverse Labs. Dr. Sivan shared insights into Immersive Internet adoption trends in Israel. Some of the barriers Israeli early adopters face are the same as those around the world: technology and perception. Other issues are specific to the region. Yet a handful of immersive technology efforts are under way in Israel and Metaverse Labs is hard at work on technology standards.
    • Sid Banerjee. Sid Banerjee is CEO of Indusgeeks, a virtual world development and services company based in Mumbai. Sid gave insights into adoption trends in India. A point Sid wanted to express was that India is an excellent test bed for immersive projects. He made this point: “If you can sell Immersive Internet in India you can sell it anywhere!”
    • Claus Nehmzow. Claus Nehmzow is managing director of ALCUS, in Hong Kong. Right now in Asia, the initial focus for immersive technology is on the consumer side, with a number of recreational public virtual worlds and games. Claus’s perspective is that businesses in Asia want to capitalize on the power of immersive technology but explorers are uncertain how to move forward.
    • Barbara Westmoreland. Barbara Westmoreland is founder and CEO of nTeams. nTeams provides consulting to help companies develop more cohesive, unified teams. The heart of Barbara’s presentation was a short demo of a part of nTeams Island, which her organization uses to help teams work through issues around values. At the end of the un-lecture event, Barbara and her team gave a magic carpet ride tour around the rest of the facility.

    About 25 people participated in this un-lecture event. Participants joined us from all over the US and from Europe, the Middle East, and Asia. In one hour’s time, we learned about the potential opportunity for adoption of immersive technology in emerging markets in Asia and the Middle East, as well as barriers to entry. We got a first-hand glimpse of the way immersive technology can transform how global teams work together. And we formed new or reinforced existing connections with other innovators and early adopters. If you’re interested in attending future ThinkBalm Innovation Community events, send us a request to join the community via our LinkedIn group.

  • When is Second Life Enterprise beta right for you?

    [Edited Monday, November 9th, 2009 for content — correction and clarification of pricing model and definition of Web-based solutions]

    On November 4th, Linden Lab announced that its behind-the-firewall immersive platform, Second Life Enterprise, is now in open beta. Think of SL Enterprise (formerly code-named “Nebraska”) as a micro-Second Life — except it runs on a hardware appliance that resides inside your organization’s data center, is integrated with your enterprise directory, and has been designed to be used for work. The beta version features a Web-based administration interface, professional-looking avatars, various meeting and collaboration spaces, and a couple of basic collaboration tools. Linden Lab also announced that in the first half of 2010 a Second Life Work Marketplace will become available, where customers can buy third-party tools, applications, and content to use with SL Enterprise. Fourteen organizations are currently participating in the SL Enterprise beta program including IBM, Northrop Grumman, Naval Undersea Warfare Center, and Case Western Reserve University.

    ThinkBalm recommendations

    We’re chin-deep in market analysis and vendor recommendations for client projects and a report we’re working on due out later in the year, tentatively titled, “The Enterprise Immersive Technology Decision-Making Guide.” In light of the fact that prospective SL Enterprise customers have nearly two dozen alternatives they could choose from (see a partial list here), here are some recommendations to put the SL Enterprise announcement in context:

    Q: When should SL Enterprise be on my product short list?

    A: The more of the following are true, the more likely it is that we’d recommend SL Enterprise to be on your shortlist. Your organization requires:

    • The ability to create and modify, at reasonable cost, custom immersive experiences like learning simulations, team-building scenarios, games, data visualization, and process design
    • The ability to create from scratch, and possibly animate, virtual replicas of your organization’s buildings, products, or other assets for acculturation, training, or prototyping purposes — without a seven-figure budget and legions of consultants
    • A solution that enables you to leverage existing Second Life building and scripting skills, and existing Second Life digital assets your organization already owns
    • The ability to hold company events during which 300-400 avatars can be in the same virtual space at the same time (such as for a keynote address)
    • Built-in, spatialized voice over IP
    • Built-in social networking (the ability to “friend” people, peruse users’ profiles, create groups, etc.)
    • Privacy for all content, data, and communication taking place in the immersive environment
    • Integration with the enterprise directory for access control and identity management
    • Access to a wide range of third-party content, tools, and applications (eventually, as the Second Life Work Marketplace launches and gains momentum).

    And you have $55,000 to spend one time front on the appliance and software license for 100 avatars,  on the license fee every year, just to keep the appliance up and running, plus an annual recurring fee based on the number of users licensed (starting at $175/user with discounts based on volume), plus a per-user cost once you have more than 100 named users, plus any third-party applications or content and third-party custom development costs.

    Q: In what circumstances might an alternative product be more suitable?

    A: The more of the following are true, the higher the chances that an alternative offering might be a better fit.  Your organization requires:

    • The ability to reuse a portfolio of existing 3D assets, like computer-aided design (CAD) models, in the immersive environment
    • Direct access from the immersive environment to the diverse community that exists in public virtual worlds
    • A very low-cost solution
    • A solution that does not depend on IT involvement
    • A full-fledged set of business applications for meetings, learning and training, and other use cases, right out of the box
    • Easy-to-use, fully-functional document-oriented collaboration tools (e.g., drag-and-drop sharing, collaborative editing, and integration with enterprise document repositories)
    • A Web-based solution A solution that runs in a Web browser
    • Hyper-realistic graphics
    • A product that has been generally available for a couple of years.
  • Club One explores immersive tech for delivering training

    I first met Celeste DeVaneaux, senior IT manager with Club One, Inc., in September at the 3DTLC conference

    in San Jose. Over drinks at a Linden Lab cocktail party, she told me about Club One’s experiments with immersive technology. Club One’s story piqued my interest because their innovations in the realm of fitness-related habit-changing are applicable to corporate learning and development efforts. In both cases, a trainer or coach is trying to change the behavior of the learner. In Club One’s case the learner is a member of the fitness club. In more common enterprise scenarios, the learner may be an executive, new hire, or employee learning a new process or learning to use a new piece of equipment. So in mid-October I followed up with a more formal interview with DeVaneaux, who is the creative director on the project, responsible for the vision, design, and direction of Club One’s products in this area.

    Company and program background

    Club One is a fitness club network with 18 branded clubs in California and more than 60 corporate worksite health and fitness sites and community centers across the country. Employees are located in 90 sites around the country. The company has more than 140,000 members. One challenge the company faces is helping its members break habits that negatively affect their health.

    To address this, the company offers a 42-day program called Habit Changer. The Habit Changer is a system for changing habits, using gentle reminders and daily challenges delivered through email, text, and the web for 42 days.  It exposes the habits people have learned, helping make them aware of what they’re doing now and what they might want to do differently. Each daily challenge gets the participant to look at the decisions they make in their life from a new perspective, and provides them with the means to act in a different way.

    A multi-phase approach to immersive technology

    Club One’s work with immersive technology has been a multi-phase effort:

    1. Working with partner 2b3d to build a replica of a Club One fitness center in Second Life, to be used for sales and marketing
    2. Scripting animations and interactivity into the environment, and building custom avatars. With these, visitors can interact with objects like treadmills, yoga mats, and a swimming pool (see a video on YouTube — link is below).
    3. (Current phase) Creating a weight loss program to be delivered virtually by redesigning and incorporating Club One’s nutrition, exercise and Habit Changer programs and including a support group element to be delivered to distributed, remote participants
    4. (Future potential) Training the company’s 3,000 to 5,000 employees on everything from teaching exercise form to using equipment correctly to delivering personal training

    Early lessons learned

    Club One will be launching a pilot in January, during which three test groups of twenty people each will go through a 12-week program during which they will meet four times a week with nutritionists, exercise physiologists, and facilitators. Social interaction among the program’s participants, as well as learning through identification with one’s avatar, and concepts related to neuroplasticity, will be key focal points. The company is looking for a way to collect participants’ bio data (via scanning, measuring, or photos)  and upload that data  to generate an avatar that looks similar to the participant. Celeste DeVaneaux offers a few golden nuggets, based on her experiences so far:

    • Talk short timeframes and small wins. “Virtual world concepts are difficult for most people to understand so it helped to talk in terms of one phase at a time, DeVaneaux said. “If I had tried to sell my entire vision early on, they would have never bought it.” She presented one phase of her project at a time to decision makers while ensuring that each stage of the design would support possible future endeavors.
    • Choose your language carefully. As DeVaneaux talks about the work she is doing, she steers clear of words like “real” vs. “virtual.” She uses the term “carbon-based” or physical instead of “real,”  and “digital” instead of “virtual.” She steers clear of the term “virtual” as much as possible because it has many meanings, especially for people in IT. Instead, she simply refers to the virtual Club One as “Club One Island.” (See the related Sept. 28th, 2009 ThinkBalm blog post “To cross the chasm, we must close the language gap,” and the Sept. 23rd, 2009 report Crossing the Chasm, One Implementation at a Time.)
    • Look for creative ways to justify the investment. The company was considering having a physical 3D model built as a sales tool to be used during conversations with commercial real estate developers. To build Club One Island it cost about half of what it would have cost to build the physical 3D model. On top of that, Club One Island is interactive, collaborative, and can be used for many purposes. DeVaneaux found that what really grabbed the attention of the budget-holders at Club One was the possibilities for delivery of new services — and, potentially, new revenues.
  • ThinkBalm seeks interviews about the technology selection process

    Are you a business or technology decision maker who helped your organization choose an immersive platform or application during the past year? (A partial list of immersive platforms and applications is here.) If so, we would like to interview you for an upcoming research report. These interviews will contribute to our analysis for the upcoming ThinkBalm report, “The Enterprise Immersive Technology Decision-Making Guide.” We expect to publish the report in December and it will be freely downloadable from the ThinkBalm Web site.

    If you would like to be interviewed for this research, please contact us at info@thinkbalm.com.

     

    More info about the study

    We will be conducting research into how Immersive Internet advocates and implementers involved in the technology selection process picked the right solutions for their organizations.  The primary question we are setting out to answer for business decision makers is, “How do I choose the right enterprise immersive technology for my organization’s needs?” The resulting ThinkBalm report will be a tool to assist business decision makers in the technology evaluation process.

    This report will not compare particular software or service offerings against each other or recommend one vendor over another. Rather, it will be a use case-based guide designed to help business decision makers ask and begin to answer the right set of questions for their particular situation. We’ll focus on use cases like meetings, learning and training, conferences, business activity rehearsal, collaborative design and prototyping, data visualization, system and facility management, and human resources management. You can find additional details about The Enterprise Immersive Technology Decision-Making Guide in this blog post.

  • Innovators ask good questions – BIF-5 Summit day two roundup

    Yesterday was the second and final day of the Business Innovation Factory Summit (BIF-5). BIF-5 was an extraordinary meeting filled with lessons, insights, and inspiration. (For my take on day one, see the Oct. 7, 2009 blog post, “Lessons learned from innovators at the first day of BIF-5 Summit.”) I’ve been afflicted with the same bug as many of the other 300 people who participated: difficulty sleeping, and a compulsion to share the stories I heard. BIF founder Saul Kaplan warned us this would happen, and posted this on Twitter after the close of the summit:

    Saul Kaplan’s tweet about “re-entry” after BIF-5

    The theme from day 2: “Question”

    The strongest innovators question everything. Some questions kept recurring during the presentations. These questions are relevant to Immersive Internet adopters and technology marketers, who are trying to effect change in an early technology market:

    • Why do we do things this way? Bob Schwartz, currently general manager of global design at GE Healthcare, asked himself, “Why does it have to be this way?” He was talking about the uncomfortable, “coyote” experience (cold, hard, emotionless stare) people have when giving blood at Red Cross blood mobiles. Stephen Tractenberg, president emeritus and professor of public service at George Washington University, commented on the legacy of the US higher education system. Why do we let a $2 billion university facility lie fallow for 4 months of the year? Our system is based on an agrarian model, as if students have to go home for the summer to help with the crops. Richard Saul Wurman, founder of the TED conferences and author of 82 books, insisted that the house lights be turned up and the stage spotlights turned down, after multiple previous speakers complained about the blinding lights. He said, “Why do we put up with anything? Why? If you have an itch, just scratch it, no matter where it is or where you are.” The lesson: the answer to “Why do we do things this way?” rarely is “just because.” If we dig deep enough, we may find an old, dead legacy. Understanding the legacy is an important first step for people trying to make changes.
    • What do you want to do? Dr. Alice Wilder, educational psychologist and TV producer who worked on Blues Clues and other shows for children, asked, “Are you a big idea person, or a common sense implementer?” Both types are needed for invention to become innovation. Bill Taylor ruminated on the “What do you want to do?” question while he and fellow co-founder Alan Webber were being interviewed about their experiences founding, running, and then selling Fast Company magazine. When they launched Fast Company they wanted to write about the world as it could be and they thought it should be. Patricia Seybold of Seybold Group described how the question, “What do you want to create?” is core to the philosophy of the African Rural University for Women, where she is a council member. Students work with their families to envision what they want and then put a plan in place for achieving it. The lesson: innovators may not know how they’ll get where they want to go, but they uphold a clear vision of what they want to accomplish.
    • Are you doing something you love? Bob Schwartz put it this way: “How do you find meaning in what you do? How do you give people rich experiences?” He was referring to work he’s done ranging from creating consumer product packaging at Procter & Gamble to redesigning the experience children have when getting an MRI using GE Healthcare equipment. Richard Antcliff, CTO at the NASA Langley Research Center, is one year into a management experiment in which he is letting the Strategic Relationships Office organize itself into teams. Employees and even contractors work (at least part of the time, in the case of contractors) on the projects they find interesting. Bye bye hierarchy. See the org chart below. Alan Webber, who has a new book out called Rules of Thumb, recommended that we all keep two lists: 1) what gets you up in the morning and 2) what keeps you up at night. By keeping these lists at hand, and living by them, we can make sure we are doing serious work that is meaningful. The lesson from all these storytellers: if people follow their passion and do something they feel is important, that are engaged and productive. And the world becomes a better place in the process.

    Rich Antcliff’s org chart for the Strategic Relationships Office at NASA’s Langley Research Center

  • New ThinkBalm analyst report: Crossing the Chasm, One Implementation at a Time

    Today ThinkBalm published a new research report: “Crossing the Chasm, One Implementation at a Time.”  We timed the research and release of this report to coincide with our opening keynote presentation at the 3DTLC conference in San Jose. To view or download a PDF of this report, click this link or the image of the report cover below.

    The core question we set out to answer is, “How are early adopters overcoming barriers to adoption of immersive technology in the workplace?” To build upon the research we conducted for the ThinkBalm Immersive Internet Business Value Study, Q2 2009, in August of 2009 we conducted in-depth interviews with 16 highly-qualified Immersive Internet advocates and implementers who work for organizations like AT Kearney, Blended Solutions, City of Geneva (Illinois, USA), e426.org, groupVision AG, IBM, Microsoft, Preferred Family Healthcare, SAIC, San Diego State University, The Coaches Center, The Maids, University of Denver, and World2Worlds, along with some that wished not to be named.

    In this report we provide insights into the barriers early adopters face — technological, people-related (especially time and perception-related), and financial — and offer a set of recommendations for “springboards” that can help project teams leap over the barriers.

  • To cross the chasm, we must close the language gap

    One of the themes of the 3DTLC conference last week was language. This was a recurring topic from the April, 2009 3DTLC conference, but the focus has shifted. Half a year ago the discussion was about whether we should use the term “virtual worlds” or something else. Last week, it became clear from the presentations and conversations that the next wave of adopters — the pragmatists — speak a different language from the early adopters. This language gap is a barrier to adoption of immersive technologies in the workplace; it’s a facet of facing “the chasm,” to use the terminology of Geoffrey Moore (see the book, Crossing the Chasm). (For more insights on how to overcome barriers to adoption see the Sept. 23, 2009 ThinkBalm report, Crossing the Chasm, One Implementation at a Time.)

    Immersive Internet technology marketers, advocates, and implementers who are successful at closing this language gap will be competitively positioned to cross the chasm. The way to accomplish this is to speak the vernacular of target business sponsors, stakeholders, and users. As an example, Kevyn Renner, senior technology consultant at Chevron, said it well in his presentation at 3DTLC. When talking with people about the refinery asset virtual environment (“RAVE”) his team is piloting, he describes it using the terminology of the oil refinery — not Web 2.0 or 3D Internet language.

    While Kevyn’s example is industry-specific, we can also change the way we talk about immersive technologies in a generalized way. The words we use should convey what people at work can do with the technology, more than describe the technology itself. For example, when talking with business decision makers we use the term email, not SMTP traffic crossing the Internet. We talk about instant messaging, not real-time extensible communication protocols. Likewise, to successfully communicate about immersive technologies to pragmatists we should be talking about collaboration spaces, operations centers, and building blocks rather than virtual worlds and prims.

    Below, we offer suggestions to serve as a starting point for discussion. Included are generic terms intended to appeal to business decision makers. We recommend leaving behind terminology that commonly draws negative associations and words that arose out of science fiction. Of course, if your audience is in IT, it’s okay to talk tech — but remember that even IT pros will not likely be familiar with virtual worlds-specific terms. If your audience is a hospital administrator, HR manager, or sales manager, speak the language of their business and job function. In the end, the specific language you choose should depend on your target audience. 

    Immersive Internet terminology map

    Terms to avoid Suggested alternatives
    • Virtual world
    • Holodeck
    • Holoscene
    • Metaverse
    • Collaboration space
    • Studio
    • Practice room
    • Interview room
    • Meeting room
    • Conference center
    • Control room
    • Operations center
    • Bridge[1]
    Virtual (when used in opposition to “real”)
    • Virtual, as distinguished from physical
    • Immersive
    • Non-player character (NPC)
    • Artificial intelligence (AI)
    • Bot
    Clerk, doctor, officer, customer, or whatever role the non-player character /AI / bot in the environment represents.
    Prim
    • Building block
    • Object
    • Part
    Texture (when used to describe an uploaded image)
    • Image
    • Picture
    In-world
    • Online
    • In the immersive environment
    • In real life (“RL”)
    • Real-world
    • Real (as distinguished from virtual)
    • In the flesh
    • In the physical workplace
    • In-person
    • Physical (as distinguished from virtual)
    • Simulation
    • Game
    • Practice tool
    • Rehearsal environment
    • Interactive scenario
    Terraform
    • Create
    • Design
    • Construct
    • Build
    • Model
    Rez
    • Resolve
    • Paint
    • Appear
    • Create
    Teleport (“TP”)
    • Move
    • Go
    • Transition
    • Navigate
    Machinima Video

     

    [1] For more information about the concept of a bridge (based on the bridge on a ship) see the August 14, 2009 ThinkBalm Innovation Community video “The Bridge.”

  • What makes a virtual environment immersive?

    What makes a virtual world or campus, immersive learning environment, or 3D business application immersive? Immersiveness isn’t all or nothing. It’s not determined by whether the software used is a Web browser or thick client. Instead, it’s a continuum that is determined by 1) the degree to which the user’s senses are engaged, and 2) the desirability and meaningfulness of the activity in which the user is participating. Below is a description of factors that make virtual environments or experiences more or less immersive: visual, tactile, auditory, and collaboration and interactivity (see Fig. 1). A virtual environment doesn’t need to score high in all of these areas to be immersive, but the more “highs” it gets, the more immersive it is (see Fig. 2).

     What makes a virtual environment immersive?

    Fig 2: The Immersiveness Continuum

    Factor Low Immersiveness High Immersiveness
    Visual
    Rich graphics The environment looks cartoony or avatars look strange or move in a disconcerting way. Realistic-looking lighting, shapes, textures, avatars, plants, etc. At the high end, graphics are photorealistic. Or, for abstract experiences (e.g., chemistry and mathematics) the visuals contain a high level of detailed information.
    Avatars Users do not have graphical representations of themselves in the environment. Users have configurable or customizable avatars with which they identify.
    3D environment Much or all of the environment comprises 2D images. The environment uses three-dimensional representations of geometric data. Avatars and objects take up and can move in 3D space.
    Ability to control viewpoint The user’s viewpoint into the environment is static or limited to a few pre-selected perspectives. The user has full control over their visual focus in the environment. They can zoom and pan in all directions.
    Physics No physics engine, or a very basic one A sophisticated physics engine that simulates properties like mass, velocity, gravity, friction, and wind resistance. The environment weather and collision detection.
    Size of display The display fills only part of the user’s computer screen The display fills the user’s entire computer screen
    Tactile
    Haptics No support for haptic devices The user experiences the environment through the sense of touch, via a controller or input device. Through a handheld device, glove, etc. the user feels vibrations, forces, pressure, or motion. An example of this is the Wii controller.
    Auditory
    Voice No built-in voice over IP. Or if the system has VoIP, it is not spatialized; instead, it sounds similar to a phone call. Spatialized, 3D audio. When an avatar is standing to your avatar’s left, you hear that person’s voice in your left speaker. Voices of those whose avatars are closer to yours are louder than those who are farther away. At the high end, voice colorization allows users to modify the way others’ voices sound to make it easier to differentiate among speakers.
    Non-voice sounds Sound is mono. Sounds are stereo and spatialized.
    Collaboration and Interactivity
    Integrated collaboration, communication, and productivity tools The environment lacks functionality like built-in voice, screen sharing, collaborative document editing, etc., requiring people to leave the environment (e.g., using the ALT-TAB key combination on a PC to switch applications) to get their work done. Within the environment participants can communicate with each other via public or private voice chat, local or group or private text chat, messaging, document and object sharing, screen sharing, etc. The applications and information the user needs to complete a task (e.g., have a meeting, deliver a presentation, collaborate on a model) are accessible from and can be displayed within the virtual environment (e.g., via screen sharing or real-time document editing).
    Gesture and emotion Avatars do not lip sync. Ability to express emotion visually is limited. Gestures are basic. Avatars lip sync while users are talking. Users can express emotion visually through their avatars. Today this usually is done by clicking on a menu of icons but in the future it will become more natural through the use of cameras, which will project the user’s movements and expressions onto an avatar.
    Interactivity Objects in the environment are static. Using the mouse or other input device, the user can click on an object to display an item or change the way an item behaves). The user can flip switches to rev up a turbine, sit in the driver’s seat and operate a vehicle, etc.
  • The v-Business Grid: A vision of the future Immersive Internet

    IBM has soft-launched a new community called the v-Business Community. This community’s objectives are three-fold: 1) promote the use of immersive technologies – particularly those that are OpenSim-based — for business, 2) provide an environment for businesses to showcase immersive products and services, and 3) provide a “sandbox” environment for early adopters to experiment with immersive technologies. The community currently has about 10 named member companies, all of which offer hardware, software, or  services related to government, education, and business use of immersive technologies.

    Standing in the hypergrid teleportation area choosing our next destination

    This week I visited the community’s OpenSim grid, called v-Business Grid, to meet with Peter Finn. Finn is an IT architect who has been responsible for v-business (virtual business) strategy at IBM in the past and is leading the v-Business Community charge from the IBM side. I walked away from this meeting realizing I’d seen a compelling vision of the future Immersive Internet: a universe of virtual worlds and campuses, immersive learning simulations, and 3D business applications and tools that are connected together to greater or lesser degree. The v-Business Grid, which is currently in alpha:

    • Is a sandbox for Immersive Internet advocates, implementers, and explorers. The initial work on the sandbox is being done by members of IBM’s Virtual Universe Community. The initial use cases Peter Finn is focused on are retail, marketing, and events. Initially, the tech provider members of the community will use the grid as a meeting place and demonstration ground for their products and services. Finn’s hope is that within a year, when the OpenSim platform goes “gold” (becomes generally available) large retailers will begin to use the technology to create immersive 3D product showrooms of their own.
    • Runs on OpenSim, in grid mode. IBM is a huge proponent of open source technology overall and is a big believer in the OpenSim open source enterprise immersive platform. The v-Business Grid runs OpenSim in grid mode. This allows individual OpenSim servers to be connected together into a bigger virtual world. In grid mode, avatars can walk, fly, or teleport from one connected region to another in a relatively seamless fashion.
    • Utilizes hypergrid technology. The v-Business Grid uses an OpenSim extension called hypergrid, which allows multiple OpenSim-based virtual worlds to be connected together. With this extension, avatars can now travel not just among regions but across virtual worlds. The snapshot above shows my avatar and Peter Finn’s standing in a hypergrid teleportation area. I used my mouse to click on the red arrow on a heads-up display and scroll through our options. As I clicked, the display around us showed fuzzy images of the various virtual worlds available to us. When Peter said, “This is a good one – let’s visit here” we flew right through the display into another virtual world. It was like passing through a portal in the sci-fi show Stargate (see the image with the blue background on this MGM Web page).
    • Will be increasingly integrated with the 2D Web. The v-Business Community is already leveraging the Web. I created my v-Business Grid account on the Web. And during my tour, one of the ways we switched from one grid to another was via the Gridhop Web site (see snapshot below). Peter Finn’s vision is that the 2D Web and the 3D Internet will become tightly integrated over time. For example, in the retail scenario, shoppers will go to a retailer’s Web site and then seamlessly click on a link to go to the 3D showroom.

     

    Gridhop.net, a Web site that can be used to transport an avatar from one virtual world to another

    IBM’s v-Business Community presents a great opportunity for Immersive Internet advocates, implementers, and explorers to learn about available technology options and experiment in the v-Business Grid sandbox. One of the questions that remains unanswered by this early V-Business Community effort is how IBM’s vision of an interconnected 3D Internet will play out in a world of heterogeneous, non-standards based technology. While IBM and Linden Lab have demonstrated that it’s possible for an avatar to travel back and forth between OpenSim and Second Life, these are just two among dozens of enterprise immersive platforms. For IBM’s vision of an interconnected Immersive Internet to play out, one of two things must happen: open standards emerge that multiple vendors adhere to, or one platform rises up as the de facto standard, forcing others to integrate with it. The jury’s still out on this one.

  • ThinkBalm announces kickoff of new research study: tech selection guide

    Coming this fall, ThinkBalm will conduct research on how Immersive Internet advocates and implementers involved in the technology selection process successfully picked the right solutions for their organizations.  The result will be a tool to assist organizations in the evaluation process. We are currently seeking sponsorships for this research. Several potential sponsors have already expressed interest. They worry that the complexity of the buyer decision-making process is a roadblock to adoption of immersive technologies in the workplace and they believe ThinkBalm is the right analyst firm to produce this report. Would you like to join our sponsor list?

    About the project

    • Timeframe. We are currently working with our business agent Valley View Ventures to secure sponsorships for this research study. We plan to kick off the research in early October and publish the report in late November.
    • Objective. The primary question we will set out to answer for business decision makers is, “How do I choose the right enterprise immersive technology for my organization’s needs?” We will research and analyze good practices in making the right enterprise immersive technology selection.
    • Scope. This report will not compare particular software or service offerings against each other or recommend one vendor over another. Rather, it will be a use case-based guide designed to help business decision makers ask and begin to answer the right set of questions for their particular situation. We’ll focus on use cases like learning and training, meetings and conferences, business activity rehearsal, collaborative design and prototyping, collaborative 3D data visualization, remote system and facility management, and human resources management.
    • Report. The final report, which will be targeted at business decision makers, will be approximately 25 pages long including graphics. For an indication of style and format see the ThinkBalm Immersive Internet Business Value Study, Q2 2009. The report will be freely available.
    • Methodology. The early-stage nature of the market and the broad applicability of the technology favor an experience-based analysis. We will develop this decision-making framework based on:
      • Analysts’ knowledge gained through client engagements and interactions with members of the ThinkBalm Innovation Community, which currently number more than 330
      • A minimum of 15 focused interviews with Immersive Internet advocates and implementers who were involved in the technology selection process in their organizations
      • Briefings with enterprise immersive technology vendors
      • ThinkBalm analysts’ first-hand experiences using a wide variety of immersive technologies on a daily basis.

    We have assembled a high-value set of deliverables for our project sponsors. Please contact ThinkBalm’s business agent Valley View Ventures to learn more about these deliverables and to discuss sponsorship opportunities. Of course, please contact Erica or Sam directly to get answers to questions about the research, methodology, and scope. We’re at info@thinkbalm.com.