virtual world basics

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Virtual worlds for enterprise, getting started

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Virtual Worlds

By Mike Danielsen and Terri Ertlmeier

Industry Business Failures Business Success Training Meetings and Collaboration Simulation and Prototyping How To Get Started

The two big trends in IT today are Cloud Computing and Virtual Worlds (VWs). They are similar in that they both rely on client

server architecture and both rely on the server to do the majority of the work.

Cloud Computing shift our typical computing jobs to a server on the internet.

Virtual Worlds move our communications and collaborations to a server on the internet.

In the early days of virtual worlds, companies rushed into Second Life to market their goods for three reasons:

Over a million people had logged into Second Life.

Over a million dollars a day spent in Second Life on virtual goods.

Free media coverage.

When they got set up in Second Life they learned the following lessons:

Virtual world sales have nothing to do with real world sales.

Exposure was poor due to sparse population density.

Traditional approaches to marketing do not work in Virtual Worlds.

The entry barrier was difficult for many people.

Today businesses have found three main uses for Virtual Worlds to improve the business practices.

These have little to do with marketing but a lot to do with enterprise.

The three uses are:

▪ Training

▪ Meetings and collaboration

▪ Simulation and prototyping

Over 200 universities have made a presence in Second Life including: Princeton Rice University Pepperdine University University of Derby (UK) Vassar the Open University (UK) Harvard SUNY University of Texas (San Antonio) Stanford MIT and many others.

Case Study: Children’s Memorial Hospital Chicago Uses Second Life to Conduct Emergency Training Posted by Amanda Linden on Oct 7, 2009

Virtual worlds allow us to meet and collaborate in ways that are: Effective Cost and time saving Environmentally friendly

In the virtual world we mimic face to face communications providing greater presence and clarity.

Spatial communications capabilities similar to real world are not possible in any other telecommunications technology. But because of 3D audio and visual cues they are present in Virtual Worlds.

Creating product prototypes in the virtual world allows one to test concepts and gauge human feedback.

Avatars bring the human factor into simulations.

Virtual prototypes can be developed quickly and inexpensively.

Superior 3D visualization of processes and simulations.

Virtual worlds provide the ability to walk through simulations as they are occurring.

Non interruptive testing of solutions where real world testing is not possible due to costs, scheduling and/or risk.

http://www.teleplace.com/ http://www.activeworlds.com/ http://www.protonmedia.com/ https://lg3d-wonderland.dev.java.net/ http://www.forterrainc.com/ http://opensimulator.org/wiki/Main_Page http://work.secondlife.com/en-US/

1. Go to http://secondlife.com/

2. Create an account. (avatar)

3. Download and install viewer

1. Login to Second Life

A good computer with:

2-4 Gigs of RAM

Good 3D graphics

High speed internet

Headset

Highly recommended:

Space Navigator http://www.3dconnexion.com/3dmouse/spacenavigator.php

Change your appearance. Explore. Get stuff (lots of free stuff). Meet people and make friends. Learn to build and script. Set up a place to meet.

Mike Danielsen

miked1@ameritech.net

http://twitter.com/MikeDanielsen

http://www.linkedin.com/in/mikedanielsen

AKA Nathan Zetkin in Second Life

Terri Ertlmeier

terri-ertlmeier@comcast.net

http://twitter.com/TerriErtlmeier

http://www.linkedin.com/in/ertlmeier

AKA Nevada Beattie in Second Life

Brains R Us blog - http://slbrains.blogspot.com/Come visit Brains R Us at http://tr.im/slbrains

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