Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
Imagina Round Table MakeMyWorlds
1. Collaboration &
Communication
in
Virtual Worlds
Round Table Imagina, Feb 5th, 2010
@makemyworlds.com
vendredi 5 février 2010
2. Imagina Round Table
Introduction
Collaboration
Second Life Grid
Second Life Enterprise
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3. Introduction
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4. Introduction
Virtual worlds are a lot about
• Tele-Presence
• Persistency
• Online activities
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5. Introduction
Tele-Presence
Mankind has always searched to be «present» simultaneously in many
places , shrinking distances and communicating though they were
existing...
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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...
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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...
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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....
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9. Introduction
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10. Introduction
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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 ?
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12. Introduction
Internet
+
Persistency
+
3D
+
Massively Multi users
= Immersive Internet
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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
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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
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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 .
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17. Second Life : The grid
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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.
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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.
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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.
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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
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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.
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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).
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24. Second Life Grid for collaboration
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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...
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26. Second Life Grid for collaboration
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27. Second Life Grid for collaboration
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28. Second Life Grid for collaboration
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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.
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