IBM Virtual Worlds 1Q 2008 roundup

A brief summary of what’s been happening with IBM in virtual worlds in the first quarter of this year. It’s an impressive list.

Mike Rhodin, General Manager of IBM Lotus software, recently made five predictions about the future of collaborative working. They included open standards, increase in IM and other real-time tools. The number one prediction was

The Virtual Workplace will become the rule.  No need to leave the office.  Just bring it along.  Desk phones and desktop computers will gradually disappear, replaced by mobile devices, including laptops, that take on traditional office capabilities.  Social networking tools and virtual world meeting experiences will simulate the feeling on being their in-person.   Work models will be changed by expanded globalisation and green business initiatives that reduce travel and encourage work at home.

“The definition of “meetings” will radically transform and become increasingly adhoc and instantaneous based on context and need.  3-D virtual world and gaming technologies will significantly influence online corporate meeting experiences to deliver more life-like experiences demanded by the next generation workers who will operate more efficiently in this familiar environment.”
http://www.techradar.com/news/computing/ibm-sounds-death-knell-for-desktop-pc-270127

Bruce Morse (IBM VP of Unified Communications and Collaboration) and Steve Mills (IBM Senior VP, Software Group) are both quoted in a recent eWeek article, which discusses a major investment in UCC, as well as an announcement about a partnership with virtual worlds company Forterra Systems. Specifically,

Sametime development manager Konrad Lagarde gave a demo during LotusSphere this year. He demonstrated some early integration between IBM’s internal Metaverse and Sametime.

During the presentation, Lagarde text chatted with a participant, also a 3-D avatar, who shows his enthusiasm by jumping up and down. Lagarde also showed a conference call feature for the Sametime client with pictures of invited attendees arranged around a two-dimensional drawing of a conference table. Those that are already present are shown around the table, while at the bottom of the screen are shaded photos of those who are invited but have not yet arrived.
http://www.networkworld.com/news/2008/012308-lotusphere-sametime-virtual.html

Dan Pelino, General Manager, IBM Global Healthcare & Life Sciences Industry announced the IBM Virtual Healthcare Island in Second Life in February.

“We believe that the use of our new virtual world provides an important, next-generation Internet-based resource to show how standards; business planning; the use of a secured, extensible and expandable architecture; HIE interoperability; and data use for healthcare analytics, quality, wellness and disease management are all helping to transform our industry.“ IBM’s Healthcare & Life Sciences (HCLS) Industry will continue to develop the new island in months to come.  The island can perform as a virtually “always on” demonstration tool for IBM’s sales personnel.
http://www-03.ibm.com/press/us/en/pressrelease/23580.wss

Michael Osias of IBM Research is quoted in an announcement about a 3D visualisation of a data centre, which was implemented using OpenSim.

Implenia, a Swiss construction, building services and real estate company, used the IBM virtual data center solutions to extend its existing virtual operations center which was previously used mainly for the facilities management processes. Adding the data from datacenter equipment allowed Implenia a finer control of the HVAC and security system. The virtual data center is a tailored 3-D replica of servers, racks, networking, power and cooling equipment that allows data center managers to experience real-time enhanced awareness of their dispersed resources.

“Viewing information about your data center in 2-D text — even in real time — only tells a data center manager part of the story, because our brains are wired for sight and sound,” said IBM Researcher Michael Osias, who architected the 3-D data center service. “By actually seeing the operations of your data center in 3-D, even down to flames showing hotspots and visualizations of the utilization of servers allows for a clearer understanding of the enterprise resources, better informed decision-making and a higher level of interaction and collaboration.”
http://www.tradingmarkets.com/.site/news/Stock%20News/1129343/
see also http://www.virtualworldsnews.com/2008/02/ibm-launches-3.html

PowerUp (powerupthegame.org) is an educational game created by IBM, using the Torque engine. It teaches teenagers about engineering as well as environmental issues. PowerUp is

a free, online, multiplayer game that allows students to experience the excitement and the diversity of modern engineering. Playing the game, students work together in teams to investigate the rich, 3D game environment and learn about the environmental disasters that threaten the game world and its inhabitants.
http://www.powerupthegame.org/
see also http://annieok.com/tangent/?p=505

Emotiv (emotiv.com) and IBM announced a partnership in February around a headset which “interprets the interaction of neurons in the brain” and is due to go on sale later in 2008.

“It picks up electrical activity from the brain and sends wireless signals to a computer,” said Tan Le, president of US/Australian firm Emotiv.

Emotiv is working with IBM to develop the technology for uses in “strategic enterprise business markets and virtual worlds”  Paul Ledak, vice president, IBM Digital Convergence said brain computer interfaces, like the Epoc headset were an important component of the future 3D Internet and the future of virtual communication.
http://news.bbc.co.uk/1/hi/technology/7254078.stm

Bluegrass was discussed in January 2008 in the Virtual Worlds News blog

IBM Research is working to solve the digital divide in the workforce with Project Bluegrass, a project that integrates three key factors in motivating Millennials — collaboration, communication and visualization. Project Bluegrass takes the IBM Jazz technology and creates a virtual-world environment where software developers can work, chat and brainstorm around a virtual water cooler while “seeing” their teammates alongside interactive visual representations of ideas, data from the Web and from Jazz-based sources.
http://www.virtualworldsnews.com/2008/01/ibm-launches-pr.html

IBM at the NRF

Does your avatar know how to make actual money? Bernadette Duponchel’s does. She was recently at the National Retail Federation conference with the rest of her team, presenting IBM’s take on virtual worlds for the fashion design industry.

bernadette_nrf

This is the second consecutive year IBM has demonstrated the use of virtual worlds at the NRF. The brief demo highlights the benefits of real-time collaborative design, short feedback loops when tweaking materials and costs, and even pre-selling the item before it is physically manufactured.

"The point of innovation is to make actual money…"

If you live in the US, you may have seen an IBM advert recently which has been raising a few eyebrows. People are saying things like “the company implies that virtual worlds are a fad and, as a result, a waste of both time and money” and even “The ad is an obvious dig at Second Life“.

I’m not sure. I can see why it looks like that, but I’m not prepared to be annoyed with IBM for damaging its influential position in virtual worlds just yet.

Before I go any further, I should make it clear that I had nothing to do with the making of this ad (if it’s not perfectly clear already, I don’t get asked about things like this <grin>). Additionally, I have not even seen the ad yet, I’ve only read transcripts, so I may be missing some subtle undertones here.

Since I have not watched it, let me allow someone who has watched it to describe it for us

The commercial starts with an employee showing off his avatar to someone else, presumably a boss. The employee is all pumped about how he can conduct business in this virtual world and how he owns an island there. The boss asks if he can make money. The employee responds with something like, “Virtual money or real money?” This sets up the boss’s response that “The point of innovation is to make actual money.”

I’m not sure what to think. Who is the fool here? Is the boss even right? Isn’t innovation about far more than just making money? (Would training and rehearsal count? What about collaboration, recruitment, developer relations, …)

Based on the transcript (tell me if I’m wrong), I think there’s another way of looking at it. What about that ambiguous question: “virtual money or real money”? The implication is that the ’employee’ character can’t use the virtual world to make real money, but everyone who reads Business Week knows that there is real money to be made in virtual worlds. What if the boss actually “gets it” and (unlike the hesitant employee?) knows that real money can be made in virtual worlds, and is pointing this out to him, and us? Suddenly the ad takes on a new perspective.

I’m not at all sure it justifies my broadminded interpretation though, and I’m as annoyed as anyone that the ad might be interpreted as “look. aren’t virtual worlds silly” and perhaps risk undermining IBM’s amazing position in this area. What do you think?

Update: since this post went up, Ogilvy have posted the ads from this campaign to YouTube. Here’s the avatar advert:

Reality Augmented, Virtually

Wagner James Au has a brilliant post on New World Notes about a project at Georgia Tech called AR Second Life, which integrates Augmented Reality features into the open source Second Life client.

Last summer, Ian blogged here on Eightbar about an experiment with running the ARTag system alongside Second Life, and augmenting SL with additional 3D content, like this…

The Georgia Tech project goes the other way, augmenting the real world with live content from SL. Like this…

It hints at a future in which the lines between virtual worlds and real world will be crossed by more than just the use of a keyboard, mouse and monitor combination. The ability to see and interact with other people in virtual worlds is one of the things that has allowed interest in 3D environments to expand far beyond what we ever saw back in the days of (largely single-user) ‘virtual reality’. Being able to go beyond clunky user interfaces and blend those interactions naturally and intuitively with the real world is something I expect we’ll see a lot more of this year.

The future of management?

A colleague recently blogged on our internal blogging system about a book call “The Future of Management” by Gary Hamel. Much of what Gary writes about (and there is a video on the UK amazon site too) is veyr much the spirit of what we have been explaining as eightbar. Very often in talking a bout how we came to be in virtual worlds we are also explaining the story of how a small seed of innovative thinking flowed through t omany other people by sharing and openess. The fact that we have ended up where we are is a testament to the pattern. Management as a concept, is as much a part of this as the thought leadership (as it gets called).
It all fits with the move from the information age to the conceptual age, which was also a theme at the architecture conference I spoke on a panel at yesterday.
This is not pie in the sky wishful thinking, this works.
“There isn’t any law that prevents large organizations from being engaging, innovative, and adaptive – and mostly bureaucracy free. Even better, it really is possible to set the human spirit free at work. So no more excuses. It’s time for you to buckle down and start inventing the future of management…My goal in writing this book was not to predict the future of management but to help you invent it…From the first time since the dawning of the industrial age, the only way to build a company that’s fit for the future is to build one that is fit for human beings as well.”

"Oh, it has losers…"

The US version of The Office (which does an excellent job of being almost as funny as the BBC version) is no stranger to life online. It’s fun to spot Kevin, Meredith, Creed, Roy, Pam all on MySpace, and Dwight has a blog. This week they dipped into Second Life. The very same week as CSI:NY; It’s all getting very mainstream.

Of course, the Office’s treatment of SL was as tongue-in-cheek as you’d expect…

Dwight: “Second Life is not a game. It is a Multi User Virtual Environment. It doesn’t have points or scores  or winners or losers.”

Jim: “Oh, it has losers.”

Steve Nelson at Clear Ink, the team behind bringing the office into SL for the episode, has written about the project and carefully lists the locations and clothing used.

Update: Aleister Kronos has been blogging and engaging in very interesting discussion about the nicely viral SL stuff the Office (through Clear Ink) have been doing in Second Life. Here are some links: part 1, part 2, part 3.

IBM, Virtual Worlds and Standards – a roundup

Although I’m missing the conference in San Jose this week, I am watching the breaking news from the event with rabid interest. First, we have the news itself. There was the official IBM release of course, and it hit the official Linden Lab blog too.

“Linden Lab and IBM will collaborate on integrating virtual worlds and the current Web, improving the stability of the platform, increasing interoperability, securing transactions, and bringing us closer to the creation of universal avatars.”

Next, there are the people reporting the news. The organisers of the current conference in San Jose covered the story on their blog, pointing out the highlights, which are:

  • Universal Avatars
  • Security-rich Transactions
  • Platform stability
  • Integration with existing Web and business processes
  • Open standards for interoperability with the current Web

The Reuters story (carried by a huge number of news sources) also had summary and quotes from Colin Parris (the VP in charge of this stuff at IBM)…

An open system would let people create one avatar that would keep the same basic appearance and customer data no matter where it was in cyberspace.

“It is going to happen anyway,” said Colin Parris, IBM vice president of digital convergence. “If you think you are walled and secure, somebody will create something that’s open and then people will drain themselves away as fast as possible.”

Now, we have the analysis, which gets really interesting. Read/Write Web asks “Is the move towards interoperability a meaningful announcement and what kind of future could it lead to?, inviting Wagner James Au, Barb Dybwad and Eric Rice to share their thoughts.

On the more tongue-in-cheek side, Nicholas Carr asks “Can I bring my flame thrower into Second Life?” predicting that “About five minutes after the gates come down, all the residents of Second Life will have been made the slaves of powerful Warcraft clans.” which is hilarious, but perhaps intentionally misses the point slightly.

Aleister Kronos says

“Don’t lose sleep over this in your excitement, boys and girls. It will take a little while to arrive. The point is that this is now out in the open, following months of speculation – and the parties involved go beyond just IBM and Linden Lab. I understand that at least 20 companies were represented at last night’s meeting”

Which is a really good point. This is far bigger than just an IBM + Linden Lab announcement; the discussions and announcements happening at the conference are rather larger and more exciting even than that. And just as well too, because Bobbie Johnson at the Guardian Unlimited rather hits the nail on the head:

“I don’t really want my avatar to move between a series of closed virtual environments: I want a single, linked virtual environment that I can move around freely.”

And that’s exactly where we need to take this goal of interoperability and standards in virtual worlds. A nod towards standards is not enough. To allow virtual worlds to inter-operate will require the whole industry (including initiatives like the Metaverse Roadmap and the Architecture Standards Working Group to name a couple) to help in building partnerships, agreements and standards.

Serious Virtual Worlds 2007, Coventry

Back from a couple of days at the Serious Virtual Worlds conference in Coventry. The speakers and their topics were:

Thursday 13th September

(Detailed notes from day 1)

Friday 14th September

  • Tim Foresman – Digitial Earth and Virtual Worlds
  • Lizbeth Goodman, SMARTlab  – Virtual worlds community applications
  • LeRoy Heinrichs – Serious worlds for biology and medicine
  • Richard Smithies, TruSim – Creating a medical training game
  • Claus Nehmzow, PA Consulting – doing business in virtual worlds
  • Roo Reynolds (um, that’s me)- virtual worlds for corporate collaboration
  • Dave Taylor, NPL – VWs for informal education and knowledge transfer
  • Majid Al-Kader – Logicity: a real-time climate change game
  • Jim Piggot, CEO TPLD – Applying serious games to curriculum for excellence

(Detailed notes from day 2)

It was great to catch up with Christian, Dave, Ren and Tish in person, as well as a chance to meet lots of other interesting people.

The presentations and video archive is being made available on Wednesday from http://seriousgames.org.uk/. For now there were a bunch of of at the conference taking photos and Andy Powell grabbed some great screenshots of the Second Life portion of the event. My presentation “virtual worlds for corporate collaboration“, complete with audio, is already online too.

Visit the slideshow itself to see a brief text overview of each slide, or see more background on my own blog.

Other events on the radar for Ian and me later this year:

IBM Virtual World Guidelines

The world is positively abuzz this morning with news of guidelines being released by IBM as a code of conduct for IBMers in virtual worlds.

Lots of news sources (including TIME, USATODAY, the Examiner, the San Jose Mercury News and more) are carrying an Associated Press story talking about the guidelines. Since nobody seems to be linking to the guidelines themselves, I’ll provide a link to the guidelines in full

What’s in them? Let’s see. The introduction begins

IBM believes that virtual worlds and other 3D Internet environments offer significant opportunity to our company, our clients and the world at large, as they evolve, grow in use and popularity, and become more integrated into many aspects of business and society. As an innovation-based company, IBM encourages employees to explore responsibly and to further the development of such new spaces of relationship-building, learning and collaboration.

There is a summary section of guidelines, which I’ll reproduce here

  1. Engage. IBM encourages its employees to explore responsibly – indeed, to further the development of – new spaces of relationship-building, learning and collaboration.
  2. Use your good judgment. As in physical communities, good and bad will be found in virtual worlds. You will need to exercise good judgment as to how to react in these situations – including whether to opt out or proceed. 
  3. Protect your – and IBM’s – good name. At this point in time, assume that activities in virtual worlds and/or the 3D Internet are public – much as is participation in public chat rooms or blogs. Be mindful that your actions may be visible for a long time. If you conduct business for IBM in a virtual world or if you are or may appear to be speaking for or on behalf of IBM, make sure you are explicitly authorized to do so by your management. 
  4.  Protect others’ privacy. It is inappropriate to disclose or use IBM’s or our clients’ confidential or proprietary information – or any personal information of any other person or company (including their real name) – within a virtual world. 
  5. Make the right impression. Your avatar’s appearance should be reasonable and fitting for the activities in which you engage (especially if conducting IBM business). If you are engaged in a virtual world primarily for IBM business purposes, we strongly encourage you to identify your avatar as affiliated with IBM. If you are engaged primarily for personal uses, consider using a different avatar. 
  6. Protect IBM’s and others’ intellectual property. IBM has a long-established policy of respecting the intellectual property of others, and of protecting its own intellectual property. Just as we take care in our physical-world activities to avoid infringement of intellectual property rights and to provide proper attribution of such rights, so we must in our activities in virtual worlds – in particular with regard to the creation of rich content.
  7.  IBM business should be conducted in virtual environments only with authorization. You should not make commitments or engage in activities on behalf of IBM unless you are explicitly authorized to do so and have management approval and delegations. If you are authorized, you may be asked by IBM management to conduct IBM business through a separate avatar or persona reserved for business use. You should certainly decide to use a separate avatar or persona if you think your use of an existing one might compromise your ability to represent IBM appropriately. 
  8.  Be truthful and consistent. Building a reputation of trust within a virtual world represents a commitment to be truthful and accountable with fellow digital citizens. You may be violating such trust by dramatically altering your digital persona’s behavior or abandoning your digital persona to another operator who changes its behavior. If you are the original creator or launcher of a digital persona, you have a higher level of responsibility for its behavior. 
  9. Dealing with inappropriate behavior. IBM strives to create a workplace that is free from discrimination or harassment, and the company takes steps to remedy any problems. However, IBM cannot control and is not responsible for the activity inside virtual worlds. If you are in a virtual environment in conjunction with your work at IBM and you encounter behavior that would not be acceptable inside IBM, you should “walk away” or even sign out of the virtual world. You should report abuse to the service provider. And as always, if you encounter an inappropriate situation in a virtual world which you believe to be work-related, you should bring this to the attention of IBM, either through your manager or through an IBM internal appeal channel.
  10. Be a good 3D Netizen. IBMers should be thoughtful, collaborative and innovative in their participation in virtual world communities – including in deliberations over behavioral/social norms and rules of thumb.
  11. Live our values and follow IBM’s Business Conduct Guidelines. As a general rule, your private life is your own. You must, however, be sensitive to avoid activities in a virtual world that reflect negatively on IBM. Therefore, you must follow and be guided by IBM’s values and Business Conduct Guidelines in virtual worlds just as in the physical world, including by complying with the Agreement Regarding Confidentiality and Intellectual Property that you signed when you became an IBM employee. It is obviously most important to do so whenever you identify yourself as an IBMer and engage in any discussions or activities that relate to IBM or its business, or use any of IBM’s communications systems or other assets to participate in a virtual world.

It goes on to discuss the following topics in more detail

  • Launching Digital Personas and Disclosing Their Identities
  • Appearance
  • Digital Persona Ownership & Responsibility
  • Identities that Span Multiple Environments
  • Protecting IBM Intellectual Property Assets
  • Respecting Intellectual Property of Others
  • Doing Business in a Virtual World
  • Export
  • Encountering Inappropriate Behavior
  • On Your Own Time

All of which make a lot of sense to me, but you can read them for yourself to see if you agree. The document concludes with a common sense summary:

IBMers are encouraged to engage, to learn and to share their learning and thinking with their colleagues. That is what it means to be part of an innovation company. As we do so, our best guideline is to approach virtual worlds in the same way we do the physical world – by using sound judgment and following and being guided by IBM’s values and the Business Conduct Guidelines. Remember that IBM’s integrity and reputation, as well as your own, are in your hands. If you are unsure of the correct action or behavior at any stage, speak to your manager, your HR partner or an IBM attorney.

If you’ve ever heard of IBM’s blogging guidelines here you’ll recognise the pattern here. (Incidentally, I always loved the introduction: “In 1997, IBM recommended that its employees get out onto the Net — at a time when many companies were seeking to restrict their employees’ Internet access. We continue to advocate IBMers’ responsible involvement today in this new, rapidly growing space of relationship, learning and collaboration.”). Things are not so different now.

The baseline is that every IBMer agrees to to a code of business conduct, the Business Conduct Guidelines, which define and expand on IBM’s values as well as giving concrete examples of what it means to act ethically. Building on that, the blogging guidelines explicates the conduct guidelines in the context of blogging, outlining how we interact in blogs. It’s exactly the same story for the virtual worlds guidelines; they simply expound on the same code of practice and ethics we all agree to, putting them in the context of virtual worlds. As with the blogging guidelines, they were not written by a drone in Armonk but were written (collaboratively, on a wiki of course) by the virtual universe community inside IBM which was already exploring virtual worlds. That has to be A Good Thing.

When IBM published its blogging guidelines, many companies quite openly borrowed and adapted them for their own use. I wonder if we’ll see something similar with the virtual worlds guidelines.

Practice makes better – IBM press conference at Wimbledon today

Ian Hughes, Mark Alexander and I are joining Andy Burns and the rest of the IBM team at Wimbledon today, helping out at two mini press conferences. Excitingly, they’re taking place in…

  • Wimbledon itself (in the physical realm of London’s SW19),
  • a conference call,
  • Streaming video (on ustream),
  • Second Life (at the IBM 7 sim),
  • Flickr (mine and Ian’s),
  • … and probably more.

The first one happened this morning, but you can join the SL portion if you come along at 8:20am PDT (4:20pm BST) for the second event today.

In attendance in the real world this morning were Dr Ann Quinn (Head of Sports Science at the Lawn Tennis Association) and Ian Ritchie (Chief Executive Officer of the All England Lawn Tennis Club). Joining on this morning’s conference call was tennis star Ivan Ljubicic, though he’s playing a match this afternoon so I don’t think he’ll be able to make this afternoon’s event as well. In fact, I’m delighted he made the time the morning of a match to join us today.

Of course, all of the web-speed work can mean instant results; the first press coverage from this morning has already been blogged by the New Scientist.

These mixed reality press events are always a little improvisational, but are something we’ve been practicing for a while now. As early as November 2006 a bunch of us ran something similar with Irving Wladawsky-Berger, which was attended in the real world by several journalists – including Tim Guest, whose recent book actually covers that event in some detail. In the months since then, many more journalists seem to have already become users of Second Life (and some, of course, of several other virtual worlds too). Certainly, the general level of knowledge of virtual worlds is much higher now. So much so in fact, that today’s event was largely not even about virtual worlds, but simply used Second Life as a medium to extend the public reach of the event, just like the conference call, the web stream, and everything else.

Update: Ian has posted his own thoughts on the event too.

Update: coverage from New Scientist, silicon.com, vnunet, Le Monde, Times Online, Sporting Life, …