2. Who am I? (LinkedIn Inmaps)
Swedish
Industry
Research
Stanford
SSE
Wharton
McKinsey
Exec Ed
3. International, multidisciplinary team
−
−
Denmark, Finland, Iceland, Norway, Sweden, USA
Academia, Industry, Public Sector
Objectives
−
To explore how entrepreneurs and SMEs can use VWs
to improve competitiveness
−
To create a Virtual Center for VW Entrepreneurship &
Innovation
March 2010 to February 2012
6. Overview
−
−
−
−
EU funded, 3 year multilateral and transversal network (LLP EACEA, KA3 (ICT))
December 2011 – December 2014
Project Leader: University of Hull (Darren Mundy, Luisa Panichi)
19 partners from Austria, Cyprus, France, Germany, Israel, Italy, Netherlands,
Norway, Portugal, Sweden, UK
Network Aims
−Collect good practice examples in teaching and learning in virtual worlds
from different subjects and national and local contexts
− Facilitate transfer of core knowledge to new contexts
− Provide framework for creation of pan-European virtual-world university
Expected Outcomes
− Increased number of experts in virtual world education
− Policy for long-term sustainability of network and its outcomes
− Model for knowledge transfer
− Range of dissemination events
More information: http://www.euroversity.eu/
7. Learning Objectives
To gain an overview of virtual worlds and the 3D
Internet
To experience immersion in virtual worlds through
a variety of activities
To reflect on the benefits and challenges of virtual
worlds for business organizations
8. Overview
11:00 – 11:45 Introduction to Virtual Worlds
12:00 – 12.45 Immersion Benefits and Challenges
13:00 – 13:45 Future of Value Creation
11. Building skills in virtual environments
My CV
•Leading a virtual team of 30
individuals from across the globe
•Creating and successfully executing
strategies under pressure
•Managing cross-cultural conflict
without face-to-face communication
12. What are Virtual Worlds?
•Persistent, computer-simulated, immersive environments
•Shared socialization spaces with interactive content
•Economic activity and transactions
13. VWs moving out of “Gartner hype cycle” trough
May 2006
July 2007
http://www.gartner.com/it/page.jsp?id=1447613
Virtual
worlds
today
14. The number of virtual worlds and users
continues to rapidly increase
≈1.9 bln accounts
≈100 worlds
http://www.slideshare.net/nicmitham/kzero-universe-q1-2012
15. “Clearly, if social activity migrates to
synthetic worlds, economic activity will
go there as well.” Castronova, 2006
16. The rise of Avapreneurs and Born Virtuals?
“Avapreneur” = Avatar + entrepreneur
Leveraging global reach
− Microemployees and pro-ams
− Global markets and local market knowledge
Challenging multinational corporations’
traditional resource advantage?
Teigland, JVWR 2010
18. US$ 635,000 for a virtual asteroid!
•US$ 500,000 profit in 5 years
by Jon “Neverdie” Jacobs
•Entropia Universe with GDP
>US$ 440 mln
http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-whojust-made-a-cool-half-million-from-the-sale-of-virtual-property/
19. VWs for effectiveness through virtual
collaboration and visualization
ProViWo: Professional Collaboration and Productivity in Virtual Worlds, http://vmwork.net/proviwo/
22. A spectrum of business virtuality possibilities
Virtuality
Fully real
Fully virtual
NO activities
conducted inworld
ALL activities
conducted inworld
26. VWs as a tool for training
• Browser-based, multiuser, voice-enabled simulated medical spaces
• Medical interactive narrative requires learner action
•
Learn through practice and debrief: fail early and learn through failure
28. “
Armed with new connective tools,
consumers want to interact and
co-create value...
„
Prahalad and Ramaswamy, 2003
Slide from Kohler 2011
29. Accelerating innovation to meet global needs
Integrating users in
development process
Teigland et al. 2010
http://www.youtube.com/watch?v=2kMNWBU1Yb8
31. Today’s challenges
I’m “afraid” of the technology.
Isn’t a webconference better?
It’s just a game.
Who’s behind that avatar?
Here today, gone tomorrow….
You’re only as good as your technology.
The technology isn’t stable.
I can’t read their body language.
….
32. Overview
11:00 – 11:45 Introduction to Virtual Worlds
12:00 – 12.45 Immersion Benefits and Challenges
13:00 – 13:45 Future of Value Creation
33. Models of Knowledge Creation
E.g., Microsoft
~ Built by employees within
organizational boundaries
The Firm
vs
The Collective
E.g., Linux
~ Built by users and distributed
freely regardless of affiliation
Teigland, Di Gangi, & Yetis 2012
35. A “Born Virtual” organization
Members
Core team
Meetings
$$
Teigland, JVWR, 2010
36. OpenSimulator:
An open source value-creation ecosystem
USD 5.5mln in
development costs
Academic
Entrepreneur
Hobbyist
Large Firm
Non-profit
Local Public
Federal Public
Research Inst
SME Employee
Periphery
Teigland, Di Gangi, & Yetis 2012
38. Moving into the Experience Economy
Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
39. My 10 year old cousin is addicted to Stardoll
and does not see why I like Facebook since I
can only read what other people send me.
For her it is just natural for all her friends to
be moving around the Stardoll website.
- Masters student at
Stockholm School of
Economics
As soon as the Facebook generation wakes up
and embraces virtual reality, we are going to
see a giant wave of virtual world millionaires.
-Jon “Neverdie” Jacobs
40. ≈1.4 bln VW accounts under age 16
290 mln
220 mln
>200 mln
42 mln (and 12 mln bought)
290 mln
http://www.slideshare.net/nicmitham/kzero-universe-q1-2012
49. Where is the Firm?
24x7 Global Internet Collaboration + Open Source + 3D Printing
$60,000
$150
Available for free
download on
http://mashable.com/2013/02/13/robohand/
50. Learning Objectives
To gain an overview of virtual worlds and the 3D
Internet
To experience immersion in virtual worlds through
a variety of activities
To reflect on the benefits and challenges of virtual
worlds for business organizations
51. If you love knowledge,
set it free…
Karinda Rhode
aka Robin Teigland
robin.teigland@hhs.se
www.knowledgenetworking.org
www.slideshare.net/eteigland
www.nordicworlds.net
RobinTeigland
Photo: Lindholm, Metro
Photo:
Nordenskiöld
Photo:
Lindqvist
Editor's Notes
https://picasaweb.google.com/lh/photo/cGAPUCiKe6LI6l5fM4rFqAComputer-generated, persistent spaceThree-dimensional, immersiveenvironmentExperienced by many people at once/interactivity
https://picasaweb.google.com/lh/photo/cGAPUCiKe6LI6l5fM4rFqAComputer-generated, persistent spaceThree-dimensional, immersiveenvironmentExperienced by many people at once/interactivity
Platforms for unleashing creativity and revolutionizing value creationPersistent, computer-simulated, immersive environments ranging from 2D "cartoon" imagery to more immersive 3D environmentworld exists regardless of whether users logged inUsers can manipulate and/or alter existing content or even create customized content Shared space or co-presencenumerous users, or ‘avatars’, simultaneously participate, interact, and share experiences through gestures, text chat, and voiceSocialization/community formation of in-world social groups such as teams, guilds, clubs, cliques, housemates, neighborhoods, etc the world allowed and encouraged
http://www.readwriteweb.com/archives/number_of_virtual_world_users_breaks_the_1_billion.phpWhat are the 5 phases of a Hype Cycle?1. "Technology Trigger"The first phase of a Hype Cycle is the "technology trigger" or breakthrough, product launch or other event that generates significant press and interest. 2. "Peak of Inflated Expectations"In the next phase, a frenzy of publicity typically generates over-enthusiasm and unrealistic expectations. There may be some successful applications of a technology, but there are typically more failures. 3. "Trough of Disillusionment"Technologies enter the "trough of disillusionment" because they fail to meet expectations and quickly become unfashionable. Consequently, the press usually abandons the topic and the technology. 4. "Slope of Enlightenment"Although the press may have stopped covering the technology, some businesses continue through the "slope of enlightenment" and experiment to understand the benefits and practical application of the technology. 5. "Plateau of Productivity"A technology reaches the "plateau of productivity" as the benefits of it become widely demonstrated and accepted. The technology becomes increasingly stable and evolves in second and third generations. The final height of the plateau varies according to whether the technology is broadly applicable or benefits only a niche market.Virtual worlds have reached a stage where new users continue to build, even though the media has moved on to fan the fires of Facebook and Twitter, says Douglas Thompson, CEO of Remedy Communications, a Toronto marketing firm. Second Life says the time spent on the site by users increased 21 percent in 2009. Most paying customers on Second Life are purely social, but it still boasts 1,400 business-related organizations as users. Thompson says traffic on Metanomics, his company’s Second Life video presence, has picked up in the past year, with 50 percent of new users coming from small or medium-size companies. “People no longer ask what an avatar is,” says Thompson. “We can thank Jim Cameron for that.”Read more: Entrepreneurs Doing Business by Avatar - Personal Finance - Employment - SmartMoney.comhttp://www.smartmoney.com/Personal-Finance/Employment/Entrepreneurs-Doing-Business-by-Avatar/#ixzz0pp1H6D7N
RT: traditional leadership further challenged as we move to a world of web 3.0 or the immersive internet…http://www.youtube.com/watch?v=-ahqjBeknT0
http://journals.tdl.org/jvwr/article/view/866
http://www.youtube.com/watch?v=Gl_ZspsTLls
https://www.facebook.com/CloudParty
Hurkommerdet sig att vi identifierarosssåstarkt med avatarer? Frågangår till HenrikEhrsson, professor påKarolinskainstitutet, somforskarikognitivneurovetenskap, somär en blandningavpsykologiochneurofysiologi. Han ärpionjärinomdettaområdeochhansforskningsgruppsresultatharuppmärksammatsinternationellt. – När vi spelardataspelsäger vi ofta: ”Vemär du? Jag är den därgrönagubben.” Detfinns en koppling till vårkropp. När vi kontrolleraravatarensrörelser, får vi en känslaavatt jag är ”den där” och vi börjartalaomatt vi är ”den där”. Vi har en känslaavatt vi styrvårkroppochdärförhar vi känslanatt vi ärvårkropp.– Hjärnanharettmultisensorisktområde, somskapar en inremodellavvårkropp, såatt vi kanhållaredapåkroppennär vi röross. När jag spelar tennis måstehjärnanhållaredavaravar mina armaroch ben är. Ochdetmåstegåväldigtsnabbt under en tennismatch, därförharnervcellerna, somfinnsi de härområdena, grovupplösning.
http://journals.tdl.org/jvwr/article/view/866
As modeling and simulation technology improves, more and more real world items will be successfully designed in collaborative spaces that can be leveraged both by corporations and ad hoc groups. -Cory Ondrejka
http://www.youtube.com/watch?v=OhYvDS7q_V8
(1) Enabling people to do things we already know how to do and (2)creating collaborative environments that allow people to develop new ideasand concepts to address unanticipated opportunities or challenges.Productive learning focuses mostly on the individual and on helpingthat individual to adopt a pattern of behavior that improves productivity.Generative learning, by contrast, is a collaborative endeavor. Shared meaningand insights are developed at the group level, and these insights driveenterprise transformation to ensure growth and sustainability. Today, thelearning function is focused primarily on productive learning. As a result,it appears that trainers are more likely to want to maintain the status quo,rather than challenge it.Learning is a far more complicated phenomenon than can ever be limitedto the classroom context. If we convey knowledge about tasks we alreadyknow how to do, we call it productive learning . If we share knowledge abouttasks that are new and different, we call it generative learning . Productivelearning serves largely to maintain the status quo within an enterprise byconveying what is already known, while generative learning involves notonly absorbing existing information but also creating new solutions to unanticipatedproblems. Information age learning requires that individuals andorganizations change the way they think about and act on what is knownand what needs to be known in order to innovate, change, and win.
http://journals.tdl.org/jvwr/article/view/866
Abandoned factory in Michigan: http://www.nebraskaweatherphotos.org/july2009photos.htmlOffice building: http://homeasnika.com/office-buildings/
Liam Dippenaar couldn't catch a ball with both hands. Holding two objects at once was a feat and, though right-handed, the 5-year-old used his left. Born with Ambiotic Band Syndrome, Liam lacks the instrument critical for most tasks: fingers. Thanks to two strangers halfway around the world and the magic of 3D printing, Liam is now able to color and write to his heart's content. Ivan Owen and Richard Van As created Robohand, an open-sourced device built with customized prosthetic fingers. Owen, of Washington state, and Van As, of South Africa, collaborated via the Internet to create the prosthetic. The duo decided to make the design in the public domain to help others who can benefit from the technology.Their journey started in 2011, when Van As came across a video of Owen's costume piece, a robotic hand built for amusement. Van As lost most of the fingers on his right hand in a woodworking accident and cast a net out for those willing to help build a prosthetic. Owen was the only one who agreed. "I had started with the first prototype prior to meeting Ivan. But yes, there were so many obstacles and one of the main ones was contacting people and them just saying, 'No, it can’t be done,'" Van As tells Mashable. Long nights on Skype and a 10-hour time difference took some getting used to, but the two kept the project going through email and file sharing. Owen and Van As initially used a milling machine and spent hours engineering parts until MakerBot donated two Replicator2 Desktop 3D Printers. The donation exponentially cut production time for prototypes. What used to take up to three days to complete can now be done in only 20 minutes. Using OpenSCAD, a free software application, Owen and Van As can exchange files and make changes in minutes. Jenifer Howard, MakerBot's PR director, says the cross-continent collaboration fits perfectly with the company's mission. "We love to see our printers being used for amazing life-changing and life-validating projects like this," Howard says. The two men document their progress on a blog called "Coming up Short Handed." Liam's mother, Yolandi, saw the site and reached out to Van As for help. Liam, who has no fingers on his right hand, received his own Robohand at no cost after several trials and prototypes. "At first it was quite amazing to see the smile on his face when they made the first prototype and he put it on his hand," Yolandi says. "His expression was, 'Oh wow, it’s copying me.'