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Collaboration &
                          Communication
                                in
                          Virtual Worlds
                          Round Table Imagina, Feb 5th, 2010



                                                               @makemyworlds.com
vendredi 5 février 2010
Imagina Round Table
                                   Introduction
                                  Collaboration
                                 Second Life Grid
                              Second Life Enterprise




                                                       @makemyworlds.com
vendredi 5 février 2010
Introduction
                                         @makemyworlds.com
vendredi 5 février 2010
Introduction

                          Virtual worlds are a lot about

                          •       Tele-Presence
                          •        Persistency
                          •      Online activities




                                                           @makemyworlds.com
vendredi 5 février 2010
Introduction
                                                Tele-Presence




                          Mankind has always searched to be «present» simultaneously in many
                          places , shrinking distances and communicating though they were
                          existing...


                                                                                           @makemyworlds.com
vendredi 5 février 2010
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...

                                                                               @makemyworlds.com
vendredi 5 février 2010
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...




                                                                          @makemyworlds.com
vendredi 5 février 2010
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....




                                                                        @makemyworlds.com
vendredi 5 février 2010
Introduction




                                         @makemyworlds.com
vendredi 5 février 2010
Introduction




                                         @makemyworlds.com
vendredi 5 février 2010
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 ?




                                                                                           @makemyworlds.com
vendredi 5 février 2010
Introduction
                                  Internet
                                      +
                                Persistency
                                      +
                                     3D
                                      +
                            Massively Multi users

                          = Immersive Internet



                                                    @makemyworlds.com
vendredi 5 février 2010
What is collaboration today ?
                                                  @makemyworlds.com
vendredi 5 février 2010
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



                                                                                                  @makemyworlds.com
vendredi 5 février 2010
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



                                                                                               @makemyworlds.com
vendredi 5 février 2010
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 .




                                                                                        @makemyworlds.com
vendredi 5 février 2010
Second Life : The grid
                                                   @makemyworlds.com
vendredi 5 février 2010
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.




                                                                                      @makemyworlds.com
vendredi 5 février 2010
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.




                                                                                       @makemyworlds.com
vendredi 5 février 2010
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.




                                                              @makemyworlds.com
vendredi 5 février 2010
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




                                                                     @makemyworlds.com
vendredi 5 février 2010
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.




                                                                        @makemyworlds.com
vendredi 5 février 2010
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).




                                                             @makemyworlds.com
vendredi 5 février 2010
Second Life Grid for collaboration
                                          @makemyworlds.com
vendredi 5 février 2010
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...


                                                    @makemyworlds.com
vendredi 5 février 2010
Second Life Grid for collaboration




                                                 @makemyworlds.com
vendredi 5 février 2010
Second Life Grid for collaboration




                                                 @makemyworlds.com
vendredi 5 février 2010
Second Life Grid for collaboration




                                                 @makemyworlds.com
vendredi 5 février 2010
Second Life Enterprise
                                                   @makemyworlds.com
vendredi 5 février 2010
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.




                                                            @makemyworlds.com
vendredi 5 février 2010
Second Life Enterprise




                                                   @makemyworlds.com
vendredi 5 février 2010
Contacts

                 Hélène Zuili (France) : helene@makemyworlds.com

  Kai-Michael Schmuck (Germany) : kms@makemyworlds.com




                                                              @makemyworlds.com
vendredi 5 février 2010

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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 @makemyworlds.com vendredi 5 février 2010
  • 3. Introduction @makemyworlds.com vendredi 5 février 2010
  • 4. Introduction Virtual worlds are a lot about • Tele-Presence • Persistency • Online activities @makemyworlds.com vendredi 5 février 2010
  • 5. Introduction Tele-Presence Mankind has always searched to be «present» simultaneously in many places , shrinking distances and communicating though they were existing... @makemyworlds.com vendredi 5 février 2010
  • 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... @makemyworlds.com vendredi 5 février 2010
  • 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... @makemyworlds.com vendredi 5 février 2010
  • 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.... @makemyworlds.com vendredi 5 février 2010
  • 9. Introduction @makemyworlds.com vendredi 5 février 2010
  • 10. Introduction @makemyworlds.com vendredi 5 février 2010
  • 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 ? @makemyworlds.com vendredi 5 février 2010
  • 12. Introduction Internet + Persistency + 3D + Massively Multi users = Immersive Internet @makemyworlds.com vendredi 5 février 2010
  • 13. What is collaboration today ? @makemyworlds.com vendredi 5 février 2010
  • 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 @makemyworlds.com vendredi 5 février 2010
  • 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 @makemyworlds.com vendredi 5 février 2010
  • 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 . @makemyworlds.com vendredi 5 février 2010
  • 17. Second Life : The grid @makemyworlds.com vendredi 5 février 2010
  • 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. @makemyworlds.com vendredi 5 février 2010
  • 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. @makemyworlds.com vendredi 5 février 2010
  • 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. @makemyworlds.com vendredi 5 février 2010
  • 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 @makemyworlds.com vendredi 5 février 2010
  • 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. @makemyworlds.com vendredi 5 février 2010
  • 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). @makemyworlds.com vendredi 5 février 2010
  • 24. Second Life Grid for collaboration @makemyworlds.com vendredi 5 février 2010
  • 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... @makemyworlds.com vendredi 5 février 2010
  • 26. Second Life Grid for collaboration @makemyworlds.com vendredi 5 février 2010
  • 27. Second Life Grid for collaboration @makemyworlds.com vendredi 5 février 2010
  • 28. Second Life Grid for collaboration @makemyworlds.com vendredi 5 février 2010
  • 29. Second Life Enterprise @makemyworlds.com vendredi 5 février 2010
  • 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. @makemyworlds.com vendredi 5 février 2010
  • 31. Second Life Enterprise @makemyworlds.com vendredi 5 février 2010
  • 32. Contacts Hélène Zuili (France) : helene@makemyworlds.com Kai-Michael Schmuck (Germany) : kms@makemyworlds.com @makemyworlds.com vendredi 5 février 2010