Imagina Round Table MakeMyWorlds


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This is the MakeMyWorlds presentation for Imagina 2010, round table The revolution of management through virtual worlds.

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Imagina Round Table MakeMyWorlds

  1. 1. Collaboration & Communication in Virtual Worlds Round Table Imagina, Feb 5th, 2010 vendredi 5 février 2010
  2. 2. Imagina Round Table Introduction Collaboration Second Life Grid Second Life Enterprise vendredi 5 février 2010
  3. 3. Introduction vendredi 5 février 2010
  4. 4. Introduction Virtual worlds are a lot about • Tele-Presence • Persistency • Online activities vendredi 5 février 2010
  5. 5. Introduction Tele-Presence Mankind has always searched to be «present» simultaneously in many places , shrinking distances and communicating though they were existing... vendredi 5 février 2010
  6. 6. Introduction Tele-Presence In this history of ubiquity technologies, Internet is a break since it is not the product of a one man invention but the result of a collective research reinvented every day by its users. Communication & sharing information are part of the conception of the Internet... vendredi 5 février 2010
  7. 7. Introduction Persistency In the 90‘s games became more complex and rich, using the internet to gather people from all around the planet on the same goal... Massively multiplayer online games are played on the Internet and feature at least one persistent world : a virtual world that continues to exist even after a user exits the world . MMOGs can enable players to cooperate and interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres : role-playing, first-person shooter, real-time strategy, sports, racing, management, social, real-world simulations... vendredi 5 février 2010
  8. 8. Introduction Online activities Social network services focus on building and reflecting of social networks or social relations among people, who share interests and/or activities. Online community services are group- centered types of social network services used for a variety of social and professional groups interacting via the Internet. Most social network services are web based and used separately or in combination medias to carry the communication : IM, chat, forums, voice, emails.... vendredi 5 février 2010
  9. 9. Introduction vendredi 5 février 2010
  10. 10. Introduction vendredi 5 février 2010
  11. 11. Introduction On the network internet you can browse, explore, chat, collaborate , play....etc.... and you can do all of that most of the time in 2D real time... And what if a virtual world could provide all those online services in 3D real time... like in ... Second Life ? vendredi 5 février 2010
  12. 12. Introduction Internet + Persistency + 3D + Massively Multi users = Immersive Internet vendredi 5 février 2010
  13. 13. What is collaboration today ? vendredi 5 février 2010
  14. 14. What is collaboration ? Work has changed Work forces are more High Cost of travel in globalized that ever before cash & carbon By 2012, Gartner estimates that 70 per cent of organisations will have established their own private virtual worlds and predicts that these internal worlds will have greater success due to lower expectations, clearer objectives and better constraints. Gartner 2008 Weak or expensive Rapid Innovation web collaboration tools requires presence vendredi 5 février 2010
  15. 15. What is collaboration ? Together : Collaboration is not being face to face thru a screen, it is about being emotionnally connected. A benefit of virtual worlds is the rich collaboration experience they offer by adding a real-time visual dimension via avatars, so interactions can include emotional information in the "conversations" between individuals, setting them apart from simpler networking applications. They also differentiate themselves from web-based interactions (which can be asynchronous) by requiring both parties to be present at the same time. Gartner 2008 vendredi 5 février 2010
  16. 16. What is collaboration ? Virtual Worlds are not a substitute but a complement to traditionnal collaboration tools They offer persistency, presence, & layered communication opportunities : Chat, IM, spatial voice, text, audio, environnement interactions . vendredi 5 février 2010
  17. 17. Second Life : The grid vendredi 5 février 2010
  18. 18. Second Life Second Life is a 3D virtual world developed by Linden Lab launched in 2003 and is accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. vendredi 5 février 2010
  19. 19. Second Life Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life is for people aged 18 and over. vendredi 5 février 2010
  20. 20. Second Life Second Life is a global community Second Life has about 18 millions registered accounts in 200 countries, more then 40% are in Europe. Average U.V/month =1 million Average simultaneous connexions = +/- 80000 Average number of hours spent for each avatar approx. 40h/month Average age = 35 years old There are thousand of groups in Second Life, like small or large online communities, each based on a special focus shared by its members. vendredi 5 février 2010
  21. 21. Second Life Second Life is not a Game It is above all a mirror of the real world, drawn by a very powerful economy sitting on content creation. Second Life economy totals $567 million US dollars in 2009 - 65% growth over 2008 Gross Resident Earnings are $55 million US Dollars in 2009 - 11% growth over 2008 vendredi 5 février 2010
  22. 22. Second Life Second Life is communication More than 18 billion minutes of voice chat have been used in Second Life since voice was introduced in 2007. (more than six billion minutes of voice have been delivered in 2009 ) Approximately 1,250 text-based messages are sent every second in Second Life, and more than 600 million words are typed on an average day. vendredi 5 février 2010
  23. 23. Second Life Second Life is not a 3D Facebook It is much more than a social platform, it is a polymorphe 3D platform in where more than a billion hours have been spent by users (equivalent of 115 000 years). 100 minutes – this is the average time residents spend in Second Life per visit. This average is a lot superior to the one of other social networks and is showing an unpreceeding unique engagement to the platform (for example facebook claims 9 minutes per visit in dec 2009). vendredi 5 février 2010
  24. 24. Second Life Grid for collaboration vendredi 5 février 2010
  25. 25. Second Life for collaboration Depends on your strategy, goals & needs, you can use Second Life Grid for : - External communication - Internal communication & collaboration : by private invitation only... vendredi 5 février 2010
  26. 26. Second Life Grid for collaboration vendredi 5 février 2010
  27. 27. Second Life Grid for collaboration vendredi 5 février 2010
  28. 28. Second Life Grid for collaboration vendredi 5 février 2010
  29. 29. Second Life Enterprise vendredi 5 février 2010
  30. 30. Second Life Enterprise Second Life Enteprise is a Behind-the-Firewall solution, completely separate from Second Life Grid, and is the most secure, content-rich, and flexible virtual workplace solution that exists today, built on the most robust virtual world platforms in existence. The SL Enterprise Beta combines all of the benefits of Second Life with extra layers of security, privacy and administrative control. Enterprises and government agencies can now integrate the virtual world directly with the rest of their IT systems, thereby fully maximizing the time and resources they've committed to building their virtual operations. vendredi 5 février 2010
  31. 31. Second Life Enterprise vendredi 5 février 2010
  32. 32. Contacts Hélène Zuili (France) : Kai-Michael Schmuck (Germany) : vendredi 5 février 2010