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 Q&A Ian Hughes
IBM Metaverse
December 2006
 

 

 

"You buy and customise Reebok trainers in Second Life. You then wear those trainers on your avatar. So its clothing, seen to be clothing and you develop brand affinity. In the future there is no reason not to be able to purchase the real ones. So this is the same model as a 2d website, but with more relevance in a virtual world where avatar expression is part of the culture."

< SecondLife, Metaverse IBM

   
Q1 After the death of major VRML communities, why IBM invest on such technologies?
A1

Whilst certain types of technology and standards may be considered dead they are really reborn. We often see cycles of adoption that return when other factors converge. We have seen a massive adoption of broadband, wireless computing, relatively cheap computing with good graphics and compute power. The original VRML promise was correct but before its time. The other important factor we have seen is a social one. People are used to working together on the web, contributing to blogs, wikis, photo sharing sites as well as buying goods over the internet. We are also seeing many more people arrive in the workplace who have grown up on games technology. So just as when I joined IBM 16 years ago I was used to windowing systems in education, I came into a green screen environment but was keen to accelerate the change to a better way of working. We now have people entering the workforce with experience in operating on the web, expressing themselves, being active in open source projects, trading on ebay and being used to 3d game technology. So it not just investment in technology; this is part of a social and economic change. The technology works much better now, and it’s acceptable.

   
Q2 What make ideas such Second Life interesting regarding previous experimentations on 3D communities?
A2 Second Life appears to have started a wave of interest possibly because it is more like a 3d wiki and less like a 3d game. Communities exist in 3d worlds and are often centered around game concepts, clans, etc. Second Life has changed by having simple content creation tools and a real economy with a real US Linden$ exchange rate that allows exchange of currency both ways. So in many ways it’s more of a country, with a freedom to create social groups, manufacture and sell virtual goods or just be an interested observer and consumer. Building well does take talent, just as writing a good piece on wikipedia.org requires some skill or authoring a popular blog. However, there is no game style leveling up, it is almost instantly accessible and has a low install footprint more like a browser.
   
Q3 Are 3D environments appropriate for collaborative work?
A3 Yes. The entire reason 3d environments or metaverses as they are commonly known work is the presence of others. A web page is you and the page.
Awareness of others sharing that information is generally weak. In a metaverse I can attend an event, see the others at the event and they can see me. The nature of the event can change. A pure consumer experience such as a concert is enhanced by the personal appearance in the virtual world of the 'star' so they can react to the crowd. In a more corporate meeting we have seen that the added presence of the avatar and proximity to others helps add to the flow of a meeting. e.g. people gather a few minutes before the meeting, as in real life. Then they form into the meeting, e.g. they all sit down whilst the meeting leader stands and runs the meeting. When the meeting finishes people tend to not just leave instantly but drift away over a few minutes. During those few minutes they interact in social groups (which again are very visual as you tend to go over and stand near the people you are talking too. This is analogous to a real world meeting where conversations happen on the way out. Standard phone meetings or even video conferences tend to end in a more instant and dead way. Finally being able to point, demonstrate, direct and help people in a more human fashion leads to the ability to have 'staff' in your 'shop' so that when a customer comes in they can browse, or they can ask for help and have an enhanced shopping experience. Where the shop can be anything, virtual clothing to real world services like insurance, which is less possible in a regular website interaction.
   
Q4 What about embedded devices: are they ready to display virtual 3D scenes?
A4

Just as we have seen PC's get more powerful we are seeing smaller devices become 3d ready e.g. handheld games consoles and some phones. However you do not have to have the full 3d experience replicated on a device that cannot cope, but merely extend the connection to that device. e.g. information about who is online and visiting your metaverse space and being able to message into the virtual environment to provide some level of interaction may work.

   
Q5 A lot of technologies exist for displaying 3D contents on the web (Shockwave3D, VRML, Virtools, Java, 3D XML, PDF 3D...). Does IBM want to create a new standard?
A5 There are a great many competing and complementing ways to deliver rich media. Standards are the way forward, just as they have been in what is now traditional e-business. It is not just the 3D element that requires standards. How do I move between 3D environments? How do I maintain my reputation across many different worlds? How do I scale in a virtual world? Does it make sense to have 5,000 people in a small space? So whilst there was and is a 3D business, there is now a metaverse business with all the extra pieces putting the people back in the technology. Many of the standards have yet to even be considered in depth. As a company we look towards open standards and interoperability in all areas.
   
Q6 Few sites use 3D contents for displaying their product of their online store; does it means that 3D is not the right media ?
A6 One of the things about 3D is that you can still do 2D. So some things are better done flat. However the option to use 3D, and the presence of others in that 3D where appropriate gives the flexibility needed. A prime example is one by River Run Red and Reebok. You buy and customise Reebok trainers in Second Life. You then wear those trainers on your avatar. So its clothing, seen to be clothing and you develop brand affinity. In the future there is no reason not to be able to purchase the real ones. So this is the same model as a 2d website, but with more relevance in a virtual world where avatar expression is part of the culture.
   
Q7 What is the future of 3D considering enterprise needs?
A7 It is not just the 3D as I have mentioned before. Enterprise needs scalability, robustness, security and open standards. We need to be able to integrate with any other system (which to some extent we already do). Already customers are asking about what a presence in something like Second Life will mean to them and their business. So the business requires people like us to have both the social and technical skills to consult, build, test and run either within the environment or the environment itself.
   
   
   
   
 
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