Virtual Worlds – “Virtual World Applications That Work”

This session will focus the pros and cons of different styles of virtual worlds applications; what value they bring to a company or brand. What are the demographic opportunities and control over reach, frequency and timing? What is the best format to stay in front of a truly engaged audience? Branding, social networking, promotion, education, ecommerce, employee collaboration, test-marketing, content generation, training, recruiting and new product development – what application works best and under what circumstances.

Moderator:
Eric Rice

Panelists:
Jason Stoddard, Managing Partner, Interactive, Centric
Robert Gehorsam, President, Forterra Systems Inc.
Paul Ledak, VP of Development, Digital Convergence, IBM
Michael Wilson, CEO, Makena Technologies

 
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4 Responses to “Virtual Worlds – “Virtual World Applications That Work””

  1. Economic Mip says:

    Who is sovereign over virtual worlds?
    The current Second Life answer is any and every government entity that desires to be. This is a major concern for those who are from countries under repressive technology or other media laws. They need to work on this idea, or else the third world, and those who care about changing it will avoid these new platforms at all cost.

  2. Lefty Belvedere says:

    Sovereign over the whole thing? Who do you think SHOULD be? Who do you think COULD be? Right now, EVERY country, third-world or not, is subject to technology laws of various repressive modes. It’s local connecting to local. That won’t go away until purely-space satellite-based communication becomes accessible to the masses.

    Is it possible to be sovereign over something like our current world-wide ground-running copper and fibre network? No. A few snips of some local connections, a company or two going defunct and millions of people lose connection in a blink for a given locale. That is local control. Can anyone be sovereign over all the locales? I doubt it.

    Dont’ worry so much about “Who is sovereign” and concentrate on efforts to build a stable, agreeable base of technology that takes the physical, earth-bound connections out of the equation. If you remove the infrastructure, you remove local control.

  3. Ken Rigby says:

    Virtual Real Worlds – Uses and Purpose.

    3D virtual real worlds (VRWs) are virtual spaces where multiple users can reside and communicate with each other in an online 3D environment. Virtual real worlds ( from Tele3DWorld) are focused on hundreds and even thousands of simultaneously occurring processes that are not obligatorily interconnected. Sounds, animations, hi-resolution textures and hi-poly meshes produce a realistic atmosphere or environment that resembles realistically the real world in great detail.

    In order to join the 3D virtual real world community it is necessary to select a 3D avatar who will represent the persons persona in the 3D environment. After that the avatar can move around the 3D world with 6 DOF communicating with other users through personal messages and VoIP. Users may choose different roles provided by a particular virtual real world. For instance, the leading a group in a treasure hunt around the world by teleporting to the various locations through cyberspace.

    3D virtual real worlds provide a unique opportunity for people to demonstrate their abilities, to share their experience, knowledge and emotions with other people in an 3D environment recreating specific conditions (either real-life, proposed, or imaginary). 3D worlds facilitate global interaction between people by providing the space for multi-user scientific conferences, business/design meetings, online trade, shows, workshops, social networks, and other events.

    Virtual real worlds serve different purposes, such as entertainment, education, design, maintenance, communication, commerce, etc. They have the ability recreate various environments ranging from virtual shops and hotels to fantasy worlds created by human imagination. The applications of virtual real worlds are numerous virtual offices, online classrooms, virtual factories, virtual museums/art galleries, etc. The majority of currently existing virtual worlds are still focused on the gaming and entertainment sector. However they will start switching to various business initiatives to establish a VRW web (teleporting from a 3D VRW to a 3D VRW via cyberspace; rather than from 2D web page to 2D web page).

    Advantages:

    * Amazing and realistic user experience;

    * Worldwide communication and implementation;

    * Possibility to recreate any desired environment;

    * Simultaneous multi-user collaboration for separate groups;

    * Simultaneously running processes and actions that affect the world but will not necessarily affect other system users.

    Features:

    * realistic true perspective 3D environment (first person);

    * support of interactive 3D avatars and AI bots;

    * communication by speech and text to speech;

    * expandable system architecture (which allows adding new levels and modules);

    * integration with other software and platforms.

    Greater understanding of the real world will enable a higher truth to be established.

    See http://mellanium.com for detailed information and supporting articles for additional anecdotes. Skype: id joe133952 for live demonstration.

    Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design.

    All Rights Reserved.

  4. I agree virtual worlds can serve a good purpose. At Serron we provide virtual offices for example to real business people who wish to operate from home, yet they wish to make their business look big and running from a proper business centre. Services such as virtual secretary, virtual fax and virtual office space are already on offer at Serron.

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